i think showing the work process is sort of useless because most pro's know the process, and if your final piece rocks then no matter the process you're doing something right. However it can be nice to see untextured models to be better able to judge your sense for forms and volumes - especially if your final shot doesn't…
Hiya, I like how game-focused your work is, they are definitely animations that belong in a game. However, they are not necessarily the type of animations that poeple look for in a showreel. An example of a hand idle with a gun in FPS doesn't really show fundamentals of character animation much. Your walk cycles are good…
I honestly say that keeping up with the latest tech like UE4 and such is good for the port/resume, showing you can adapt. It will not make your art insta-good, though there are aspects that can enhance its quality if taken advantage of. If its one of your first pieces, why jump backwards? Like said 1000+ times already…
The first problem is that there's nothing in this portfolio that I see strictly from any images that you have made or any experience making game ready characters. I can see who have a solid start in ZBrush sculptures and using basic polypaint functions. But nothing says you've retopologized, UV and textured, have made…
btw im human. O/T: On/Topic: That is amazing man, i don't see any other way to slice this thread than the way you did it, just be blunt with it and people will react how they react. What i was saying earlier is i am not racist and this black and nationality name calling is offensive as already apparently shown but some of…
Mwhaha! I just doubled the speed for ATIs today hacking their compiler with a super-dirty trick ( but it's still a lot slower than NVIDIA...). Incomming 0.4.0 soon with hybrid-CPU support also ( you'll be able to use the CPU + GPU, the current version uses only the GPU ). Currently only the NVIDIA's true GT200…
General workflow, edge loop theory, and topology are basically all the same no matter what package you work in. No matter what modeling tool you use they all have the same basic tools and features, and then it comes down to learning the little details about the program. The big big thing for high poly modeling is working…
Third-person shooter, open world? multiplayer? rpg elements? If your struggling just making an inventory system, everything else is going to drown you. Take a look at an actual successful University game's design document : http://www.nuclearmonkeysoftware.com/documents/narbacular_drop_game_design_document.pdf It's a very…
Comments: @Oliver_Farrell: Thank you! @benji: Yeah the bricks are an issue. I hoping to change them to cobble stone near the end. :) @Mcejn: Dude I love your wow scene. I starred at it for a really long time trying to figure out how you went about things. I think I just need more practice. I'm going to address some of the…
I'm late in this post, but whoa! I really love you breakdown and the results! Congratullations Oskar, keep the good work! :) You inspired me and I'm sure much more people too I would like to say that sometimes your trees seem to have weird shadows and that is probably because of the normals, maybe is a LOD thing too. Do…