You've got a really nice portfolio! There's only one thing you're missing on the majority of them, the wireframe, you have to remember that you're applying to work in games and its important to see the topology, in addition I recommend you to show a breakdown of your models, its amazing to see those and it says a lot about…
While I'm not a character artist, if I ever I get stumped on how to model an object, I search online and look for already existing props or characters and look at a wireframe breakdown of how the artist made it. Right now however, I'm actually confused at what you're trying to make. You said you wanted to make a rug, but…
Thanks everyone for the feedback so far! I must say I am surprised with the feedback on the post-processing and fog. I thought the post-processed version would be favored over the plain version. I think I'll try to find a middle ground with the post processing. -brandoom: The skybox is a default skybox from UDK. I am…
Hey! thanks for the reply, its much appreciated. i will definitely try and work on the front and back treads a bit more here right away. i also posted the concept i am going off of definitively now. as well as some more progress pictures. let me know what you think. Concept Concept My WIP, Wireframe My First AO Pass Top…
Party pooper comment: it's pretty difficult to give serious crits on texture with the image having a wireframe over it, I know it looks cool but it's not helping progress. Only thing I can see so far is the wooden balcony where 2 posts are using bend modifiers, this looks wrong. Why would posts that are all the same length…
A small update on a progress. I have done first texturing in SP. BRAND NEW model: BRAND NEW model with wireframe: WORN OUT model: I will now try to export them to sketchfab, to learn how to do it basically. I had some issues with sketchfab recognizing that I have 3 UV maps for this model, but with help on another thread on…
I reckon this was your ref since it's says the same thing http://farm1.static.flickr.com/163/361383346_72edea0c7e_o.jpg You did fine in the basic sense of capturing a recognizable shape, but your texturing detail is only matched in the screws. As in, you put the effort into the screws, but the rest of the material is green…
Hey man nice to see you finally posting some stuff! The character is looking great so far. The only thing I can say so far about the normals is that you might want to define the muscles in the neck a little more. You should put up a few wireframe shots and that cool concept sheet you did so people get a better idea of what…
I view everything in tri's and quads. I mentally overlay a wireframe on everything i see as i walk down the road and debate in my head "hrmmm would that be faster to make traditionally modeling, or zbrushing". Im obsessed with my profession, and I will rant about it to anyone that will listen.....its usually some poor girl…
How do you see this model being used? As a first person weapon? Isn't over 4k a little extreme? Aren't you better off making a 2K model and using a normal map for stuff like bevels instead of modeling them in? Seems to me that you'd get a much better visual result and besides, the model desperately needs some optimisation.…