Hey, not bad work you have here. I like the menu options but I would combine resume with contact, and just call it resume. I don't particularly like the year by year break down. I think this can work okay, if your showing professional work, but when its personal work (because you have yet to get a job) it could be seen in…
illusions, it doesn't have to be there for a sinister purpose to be worth comment. This kind of thing almost never is done with malice -- it's done out of thoughtlessness. Generally one must be careful if one is a part of a privileged group to listen to the perspectives of those not in their group about these sorts of…
Right, its basic art theory. Adding noisy overlay textures is going to do the opposite of making your forms pop. I'm not sure what the rest of your rant is about here, as I never suggested he do anything that you're talking about. I certainly do not agree that your example shows balance however, its a classic example of…
Several options to choose from: 1. If you're rendering in Windows, you can initiate a batch render via .bat files, which also happen to allow you to choose where to output files to. The only limitation being that while you can choose where to output images to, if you're using render layers, rendered images will be placed…
Sorry for being unclear, I didn't mean to imply that the amount of detail in high poly will make a difference, just the amount of sampled normals that you get on the normal map, in other words, how colorful your map is. Here's the example: If you look at the example B - the low poly model that has mostly flat blue normal…
liking those ground textures. One thing to keep in mind with putting it in the engine and keeping the wet feel. Specular is based entirely off the lighting in the scene. If you don't have light bouncing off the surface into the camera, or reflectivity (cube map or otherwise) it'll be hard to make it look wet... and that's…
[ QUOTE ] If you put a normal map from a hipoly source on that it will usually fix the smoothing errors. Sometimes you will need to chamfer the edge if it's sharper than 90 degrees here's an example I made: the three models all have exactly the same geometry. However the two on the right have 1 smooth group and the one on…
Again, all your textures are really tiley, try to reduce that appearance of reoccurring tiles as much as possible. Right now, all transitions are one tiling material into another tiling material. Add a lot more trim on everything to transition it all together. For example, water damage seeping up the sides of the building…
Er, I'm looking at those wireframe comparisons now... theirs does actually look pretty different to Mr Smo's ... The angle of the head is very different, the general body proportions and pose are fairly different too. TBH I think with that example, it'd probably be just as easy to make a new mesh as grab one of yours and…
Roundtable finished?! Oof, even though I could probably continue on this scene forever, I feel like I have to give it rest for now and do something fresh. Finally created an Artstation project, which I think needs more breakdown images. Also updated web build. Changes I did: * Introduced some normal maps and baked lighting…