@murilojones feel free to ask any thing and I can try to give you an answer. Im probably doing things a little bit odd though because Id say normally for an environment like this you would break it down into modular pieces / trim sheets / tileable textures and decals and bring it all together. Im doing photogrammetry which…
Ah. Don't use a giant single texture for larger assets. Use tiling textures, and straighten your UVs. See the modular section of the wiki for procedures. http://wiki.polycount.com/wiki/Modular_environments Look closely at how real boats are constructed, how the planks are laid out and bent into shape, then conform your…
Hi, i took a look at this yesterday and got sidetracked. So your scene is corrupt at the end of the file, no way around that. The best we can do here is edit the file in notepad++ or a similar text editor, and trim off the whole block of script leading up to the corruption. In this case it's a setAttr setting uvs on some…
This update had some reworks here and there but the major additions are the neck piece (this time done completely in ZBrush), the shoulder plate armor (still testing the thickness of the trimming), and the leg design which is fully blocked out but only the bottom piece shown here. Still figuring my way around the leg…
Is the hi poly pillar based off of a real world item? I am wondering because I find it kind of strange that an all stone pillar like that would have trim that run down the edges that also made of stone. Also they terminate before reaching the base which makes them look tacked on and not part of the actual pillar. I think…
Alright, I spent the day and trimmed down my portfolio, worked on my renders, and fixed my resume. Thanks to everyone for all the helpful feedback. Anything else that stands out that I need to fix? www.artbyv.com I know I need to push myself and create stuff that looks more like current gen AAA titles, but hopefully the…
I'd prefer to see slick and simple shapes,no decorative prop noise.Since the game is quite fast-paced,some props might block the players while moving.Could use much more polys at the edges of the trim pieces.That would get rid of bsp cut appearance.Overall variety can be done by the advances of mesh painting.And apparently…
First thing that I notice is the sphinx head. It sticks out like a sore thumb right now. considering how large it is and how much screen space it takes up, you have a really low amount of detail on it. If you can't nail that down the scene will fall apart. Also you might want to think about breaking up the floors a little…
Turn up the brightness of that sun a bit more, too dull considering the sun height and lack of clouds. The pillars holding the arch up are begging for details to have engravings on them or some sort of continuation of the trim around the arch. Get the colour of the grass, average it and use that as your landscape texture…
Here is the wires. Now this is 3 separate objects as I plan on re using with other pieces throughout the building my environment. In total its about 4K. I know there is a bit of trimming down I can do, but probably about 100-200 triangles accross the 3 meshes. I also included a shot of the Normal Map with the UV map…