On your 'About' page, you are inconsistent with version numbers for software; it's included with Maya and Photoshop, but not 3ds Max; it doesn't really mean much, but you should either include all or none. On the APC, the front 'fenders' are far more tesselated than the rest of the vehicle. The texture is also very…
I have to agree with what Temppe has said in terms of presentation. I would definitely recommend taking some more time of final renders. As said already, viewport renders are fine at the end of a portfolio presentation to show a little peek behind the scenes. I don't think your character work is bad, but it's hard to tell…
You could improve the rendering of it. The current batch of renders look flat and boring. Find a good hdri maybe a sunset and use that for renders. A small scene around the tank would be even better but not necessary. Also it would be good to add a wireframe of your model and a uv layout.
https://answers.unity.com/questions/609021/how-to-fix-transparent-rendering-problem.html TL;DR good looking alpha transparency is too expensive. AFAIK. but I'm not material artist or render engineer. cutout cards, material render que, and fade material type can be work arounds.
@Brendan Thanks,man.Will try it out. @Kodde I have considered using the hardware renderer or 2.0 renderer in Maya,but the model looks slightly better in the viewport than with the renderers.If I can get a good high res viewport grab,then I will have to use the renderers.
For me the rendering is not slower at all. :) And i dont know, its pretty fast to begin with, I almost never render anything that takes longer than five minutes though : D Sometimes 10-20 if i go with 128 AA or so when rendering DOF.
Note: Keen to look into rendering tools, I pretty much know nothing about anything other than a basic render in Max. I see some absolutely amazing renders around these days, would be nice to understand at least a few options for my next piece.
OK, so you are rendering sprites. So, take a look at the last link I posted. How large in pixels are the rendered sprites going to be? You may need to paint on the rendered frames to make them look good. ShoeBox Game Tools might be helpful for you.
GCMP: modelling the sesame seeds is fine if it's for a pre-rendered scene or for a normal-map. These models are mostly good but it's the textures/materials that really need work. If you gave them all nice textures and material setups and rendered a few together with a nice renderer, it'd look great!
found the squash bug rendering in Ntsc d-1 720 x 486 and its squashing the rendered pic... i dunno why the teacher wants to render whit those settings the squash result is stunning Squashed Unsquashed Thanks to point that out... i got worried