Aright! A free pass to rip someone's work to shreds.:poly124: I'll echo what's been said already that your portfolio lacks a certain degree of focus, and the objective is unclear. I'll just list my other points in random order. Your resume needs a timetable, and better structure. Right now it's very dense and hard to…
Three things to say; The girl's foot appears wrong somehow - the toes look bare like she is wearing tights or stockings then there's a sharp transition into what seems like blood but it's very difficult for me to decide what is going on there. The nose has a sharp line running down the lhs, I think it looks sharp because…
Ah, you have hidden your reply well :sunglasses: Fog cards I find they can help to elevate vistas, but to my knowledge shouldn't be layered too much due to the increased cost of the pixel on screen (Overdraw). Sample Projects I would follow the path Eric suggested. I haven't tried this one, but going by its description it…
While that is true it will be harder to get a clean bake if you break the mesh up in separate pieces. So I'd recommend keeping it as one single unified mesh. [Edit] Here's a quick paintover with how I'd recommend you to unwrap the mesh: As you can see you could save a few polys by removing wasted polygons that won't affect…
We are currently looking for a talented, motivated senior environment artist for an exciting new fantasy-action RPG. This is an onsite position. Responsibilities: To create great looking original next-gen game art including architecture, landscapes, and landmark props Collaborate and communicate with designers,…
Extract. Analyze. Solve. Slant Six Games is seeking a AI Engineer to extract AI requirements, spot design issues and find solutions, and work on our AI system. Youll generate AI code matching desired game play and user experiences, and fine-tune AI and gameplay. Youll collaborate with the whole production team to create…
Hi guys, from now on I feel comfortable to show you my current project for school - to be a bit more precise for my bachelor thesis. Long time I was just a 3d/game enthusiast doing 3d art in my spare time. Aside this I am a student at a school for graphic design with the focus on typography and corporate design and most of…
Hi everyone! I'm currently working on a knife model. This is my current high poly (image attached). Now, I want to create a proper low poly version for baking and texturing, but I'm not sure about the best workflow to do this in Blender. I would really appreciate any advice on: * The general approach for creating the low…
Swizzle: I'm not a fan of the faces you're making at all. Team Fortress draws on some sharp stylisation that, I think, comes from Moby Francke's work. Your work is altogether more round, and not quite as daring. Load up the Heavy in the model editor. From the front, his head is shaped like a flattened triangle. In general,…
Sounds like you were on a budget for faces. Anyhow its basic info but I have never been able to get away with a long sharp edge by just butting up two faces. I would split the sharp edge with a double bevel making sure the sharp edge doesn't exceed 45 degrees. Also when you start a thread its good form to put down the…