Hi there, everyone! It's been awhile since I've posted, but I'm back! This here is an introduction to my custom smash bros. characters as well as some other projects I've been working on lately and trying to get published. Yet again this was a collab project between a friend of mine and myself. This project really reminded…
I dont hate you, I really appreciate your willingness to chime in. I get what you are saying. I made this choice this time to make a compromise on structure. To summarize the three (four?) options I have used and tried now to structure, here we go: 1 - Thumbnails on the front page. I get why people do this, and this is…
Your garage environment is a reasonable first
effort for a self-taught artist. There are a variety of different
considerations to make when presenting your work, but when showcasing an
environment, lighting and composition are very important. Most artists will
acknowledge that reference gathering is a crucial first step to…
Man, if you could hit this level after a few months you're a prodigy. The person with the least experience on that list is Logan and he has 6 years. This sort of work relies super heavily on the plein air technique and in fact the piece by the polack you linked, Sidre's, is just a stylalized plein air study. This isn't my…
Well, I think you'd be suprised if you knew how many artists here are professional. After awhile of reading threads you'll realize a good majority of the great artists here are employed by game companies. And the TF2/Polycount pack shows the respect that polycount has in the gaming community IMO. You deffinatley can't go…
^^ What this guy said. Look at portfolios of people who work at a company you'd love to work for someday. Look at portfolios of people at studios you think you might have a chance of getting into. Create 3-5 finished and polished pieces of work for the area you'd like to apply to, show final low-poly model with textures in…
Solid work. You've done a good job on the technical aspects like your low poly topo and unwrap. It would be nice for us to know the polygon count and texture resolution/texel density, as optimisation seems to be a focus for your presentation. The ID mask image does not tell us a lot of information (besides maybe bake…
Couldnt get that lighting to work in UDK, was getting WAY to many errors of not showing up no matter how high I cranked things or just totally blown out lighting if I added a "lighting importance volume" to the scene. And I would get blown out lighting even if I didnt add the Diffuse Boost stuff. Will have to see in the…
Hey chilemang! I think you have some pretty sweet stuff happening in here. I can throw in my two sense but I am a student myself so take from it what you like. First thing I noticed was in your cafe scene, when you switch to wire frame there seems to be competing geometry in the door way. I would fix that because it…
I can throw my 2 cents into the ring here but obviously there are far more experienced people out there to hopefully give you feedback. 1. I would drastically change the font of your titles, at times its hard to read and the lime green background makes life worse. 2. The illustration work is great, but I would think a…