well your best piece is Atrium so I might put that first. You seem to have a knack for interiors, I might think about that more. I'd personally get rid of the Japanese house piece. It is kinda bringing down the rest of your portfolio as it looks very WIP. theres no details in the texture which doesnt tell me a lot about…
There arent many tutorials for Environments. So heres the process I take. 1. First Block out the Level This doesnt need to look pretty.. usually just a grey mesh. I like to block out different "Zones". This way if you need to have multiple files.. its easier to break them out. Plus you can use different "themes" in each…
@throttlekitty I believe the issue you are running into is due to: proc tkPerformCrease() being a local procedure as opposed to a global procedure. On Maya startup and initialization, Maya will parse all scripts located in the environment variable script paths (located via default internal vars and supplemented in your…
ZBrush should be enough, as nobody cares about your rigging skills when applying for a real character artist position. If you are applying in a smaller studio with blurred lines between disciplines rigging might be required. There is also an advantage to rigging - A basic rig (without facial setup) is done in 1-2 days.…
Ok cool, so it seems like shader support, and shader accuracy is real important. I'm not sure how closely we can match it due to being a totally different engine, but our modular shader system is pretty flexible. Animations: Currently TB2 does not support animations in any form (its a feature we plan to add later) so…
Latewhiterabbit - Custom shaders, I get it now. Yesterday I put together a basic vertex shader, and next I will make shader that will give me that harden edge. My skills in UDK are very basic and as I am finding out is its a very powerful engine. So this is what I figured out needs to be done... First off, my walls are way…
[ QUOTE ] Ghostscape. You're working on improving your hipoly modeling skills, so I don't think the practicalities of your design has much significance if you can make it look awesome. [/ QUOTE ] I hope I've made it more awesome [ QUOTE ] Now, you don't have a highpoly model. You have a lowpoly model with some chamfered…
Take a look at the GoW cave level if you haven't already. This was by far one of the best looking cave levels I'd ever seen in a game. Here's a screenshot, but it doesn't really do the scene much justice. Nevertheless, there's a huge, factory-esque structure in it. You may notice when you play the game how it's constantly…
I feel like I have to correct myself a bit here since I made that post ages ago (and back then I used to do really shoddy job when it came to my LP's). I don't believe there's anything wrong about using decimated meshes as your low poly. It can save you a lot of work, especially if you're working with something really…
Thanks for taking the time to help me out frubes, it's seriously appreciated. I previously did attempt to make an entry for the 'modular facade challenge' back in August, but I think I also got to this stage on that building and didn't know where to go with it. I guess the idea is to gather more reference than you think…