That was a lot of images to take in! Some awesome stuff, I think your character work looks better than your vehicle work but it's all good :) Nice to see your flats too, I always like to see the UV layout hehe
I really like the layout you have with the picture then next to it a video of the character. Brings life to the page! I feel like you could get rid of the other page. It doesn't seem to serve a purpose and feels completely unnecessary for a portfolio site.
OK cool thanks...I may try scaling them down and reworking some detail back in to see how that looks. If 2048x2048 is overkill, then how come it's used in the Unreal assets so frequently? Any comments on aesthetics, lighting, layout, etc?
Hey Kevin, I really like the layout of your website, especially the "Love" tab with digital, pencil, pen and ink, and 3d. It was nice to see your old stuff too, you don't see that too often from people already in the industry.
aesir: sorry man. i know as a cgchatter you'd be more comfortable if there were about 20-30 more forums, all with at least 5 sub-forums. we apologize if our layout confuses and frightens you with its straightforward and clear organization.
Nice style on the texturing! Well done except it looks like the bite marks are a bit big on the icecream (or it doesnt fit the way his teeth are formed.) Love his expression, looks like he got brainfreeze! Give us the texture layout.
It would be nice to have a script that calculated a dexel density ratio.. It would tell you how much of your UV layout is not scaled properly to the rest. Basically, a numbered version of eyeballing with a checker map. Not 100% necessary, but good for r&d stuff.
Hi! I've designed a gramophone recently and I'd love to get some feedback ;) It is supposed to be a possible game-ready prop to be used in, let's say, Unreal Engine. The quality of the game could be like in Layers of Fear. Please, welcome to write whatever you think about it! You could destroy it, as well =) What do you…
Hi! Nice project! I think currently the shading looks a bit off. Is the normal map sampled correctly and the direction of the y-channel correct? The surfaces have a somewhat plasticy look. You could take some premade or scanned materials as a base, to then either stylise them or use them as reference for values. Consider…
Working on some basic lighting and a new level layout. If anyone has any suggestions as how to improve this let me know. After adding some props from the asset store. I plan on modeling a few more of my own.