You might want to work a bit more on the shape of the head .Proportion wise whole face has to move up a bit to have eyes close to the mid point , ears are too big . What is really lacking right now is forehead and neck and probably eye as they look weird -> add planes instead of simple curve Construction wise try to hit…
What's about using vertex colors to mix some different track part textures ?? Maybe even just using some lower resolution to just change the colors.. (more rusty, muddy, oily ??) and not to fake some other details like scratched, moss, thick mud.. or just that.. vertex colors for breaking the repetition.. ??
Statement, a creative post-production house based in Barcelona, is currently looking for a Senior Generalist TD to join our team as soon as possible and for a long-term contract. The Senior CG Generalist TD is a methodical and technical professional with demonstrated experience across a broad range of CG skills.…
When it comes to shared projects, I think you'll find the path of least resistance will yield the best results; by using terms and language your teammates use. I think a naming convention should be simple enough to replicate at a glance. I'd advise to task ownership of the convention to a leader, at preproduction, and do…
I graduated in 2014 from Full Sail in game design, but I wanted to make game levels and environment art so I basically started over with the goal of being an environment artist. Took a long time, but I was hired last October as a full-time mid-level environment artist at Pipeworks game studios with this portfolio. Never…
Ahh sweet.. I'm bit of a MGS5 nerd and I always thought that the game could use some more technical maps like MGS2 has - like an underground facility in the mountains or something. I would love to see stuff like your work as small mod done with Foxkit. But even just as portfolio peace it is nice to see. Btw: imo what makes…