the glossy reflection bit is part of the video (1:50) the noise on the gun could also be normal map variation to mimic the composite plastic materia, or part of some full-screen grain that said it wouldn't surprise me if it was fake, then again crytek would also not surprise me for pulling it off... whether the screenshots…
You really need to sit down and do 20-50 female sculpts over the course of 1-3 months, her face looks terrifying. The nose needs to be softer and perhaps give it more shape, the eyes need work it looks like they are sticking too far out and the mouth looks unfeminine. Use as much reference as you can and like I said do a…
It appears you have over 50% of your uv map as wasted space. You should straighten out those long, thin pieces (To save space and avoid aliasing); you should mirror some of those awkward pieces if possible, and figure out what you can pack this more efficiently. You might find a 2:1 texture ratio works better with this…
Well, only one person had that I knew of, and then Bardler and someone else did. No offense to him if he reads this but you've done the best I've seen so far and much better than mine. The only thing I can say is the edges look kinda sharp. Maybe damage the legs a bit or add some smaller fine details to give it a scale…
Week 5 Hey there Polygons! 2 WEEKS LEFT! Time to start rendering. I finalized the textures for the track and car this week. I put a few beauty shots of the Ferrari below. Feel free to drop your critiques. After finishing the track texture I brought the car in and started shooting off some 50% renders. Here's the latest…
Thankfully I'm in a place where I'm not currently looking for work...woot :) I've had a static run of the mill portfolio for all of my career and I wanted to have a bit more creative fun with it. I've been on the hiring side of the fence also, so I'm aware of the pit falls of high load times. Work in progress on that…
I have to say that your scene would look much better if you would differentiate your floor, wall and ceiling textures. At the moment they all look samey and that makes the scene look bland. If you don't have time to redo textures, I would suggest to decrease tiling on walls (inside material editor), to make individual…
Don't do it in 50 bakes, adjust your workflow, your cage, or your lowpoly model explode so that you can do it in one pass. This tank is a single projection, no combining normals maps: http://www.alecmoody.com/10/index.html The way you are working now is slower and it makes revisions a nightmare. If this was for a client…
Just an update on what I have done with the level. I have 50% grey boxed it out. The terrain has been sculpted and now I have placed around some trees. I have painted a texture for the trees but I really feel like they are far too toony for my liking. I might do a bit of a 3D tree study to see how things are done. I really…
In Zbrush on the right hand side, there is a Layers section. You can create a new layer and smooth out the areas you want. There is also a slider where you can pull back on the level of effect. So in case you over smoothed it you can pull the slider to about 50% and it should reduce anything you've done on that particular…