Looking for feedback, also opinions on which of these would make the best portfolio fodder, I'm looking for five or six new things to add to my website. p3d versions of most of these ->[URL=" http://p3d.in/u/pixelb "] http://p3d.in/u/pixelb [/URL] Best. Show. Ever. For a contest lowpoly workshop held a while back that I…
Im going to be making a deagle design around the original Tron movies, im currently thinking about doing a more simplistic design but maintaining a higher level of detail. This should keep it in the mil-spec rarity. This will be my first ever gun skin design but i have a lot of experience in the graphic design industry.…
This is the Topic for my submission of the "AWP | The Intruder"! Steps to design the AWP: 1. Collecting Ideas - Inspiration for the base texture: source: http://i45.tinypic.com/1g5de0.jpg - Inspiration for the spaceship: https://www.youtube.com/watch?v=41-oPLyPZ58 - Inspiration for the space station:…
Using entirely stationary/dynamic lights is not that unusual for a game, and hasn't been for a while. Open-world games practically require it. I think lumen is probably a bit immature at the moment, Fortnite notwithstanding with first-party support from Epic. However given the typical development cycle time I absolutely do…
My main interests revolve around drawing and painting but I do super simple low poly box modeling stuff at work too. I participated in Scott Eaton's sculpting workshop a while ago to learn zBrush but I didn't use those newfound sculpting skills for anything after the course. Mostly because I've been at a loss about what I…
I agree -- you should see about dropping the environment idea and just focus on the assets. For individual assets like that I would first optimize the poly count if you're going for game ready; if you want to show modeling skill and don't mind the high poly you should drop the textures completely. If you're wanting to show…
thanks for the feedback....the site is not ready but i was having a hard time uploading on here....the weapons are roughly round 700 polys (should have the poly count in the pic) I took a workshop on Normal Mapping but still haven't learn yet to apply....im still in school and constanstly trying to improve myself...and any…
I personally think you're beating yourself to hard. The work you posted so far I would never even use the word crappy to describe, let alone come to mind when viewing it. Crappy would be like to describe my situation (or pathetic, your choice): attempting character art for 2.5 years to have nothing but shitty local…
The most important thing about learning anatomy is understanding the structure. The point of knowing anatomy is being able to predict how things will look and them make it look that way. When you understand the structure you will know how things are supposed to look. You will also be able to use that knowledge to…
I would say it's a solid base, but you can get WAY more out of it. Especially the blade looks kinda dull and the middle part is lacking material definition. I would start by adding highlights and more contrast in some areas, to make it pop more. Also maybe look for handpainted texturing workshop by jamin shoulet on youtube…