Hi, Kitchen 1: - the stone trim door seems super weird. - the island shape is awkward, and the just outs seem unrealistic (are you using reference) - the tile of the granite is too tight - roughness across the board needs more interest and separation - this place doesnt look like its been lived in at all - focus on story…
"When Maya starts lagging or tools/manipulators start acting strange, the best place to start troubleshooting is to reset the preferences to default - this will clear out any corrupted elements that are causing hangups in Maya itself." From :…
I think you did a good job capturing the overall spirit of the 68 fastback but its not all that accurate. Crits: Using this as reference... - It's hard to tell from one shot, and its hard to crit the construction without a wireframe overlay. - The windshield is too rounded, it was pretty square on the original, especially…
When using multiple matIDs, your UVing and texturing process remains the same. If you're going to give an asset a unique texture, unwrap it in the 0:1 space. If you're unwrapping for a tileable texture, unwrap it so it goes with you're tileable texture. If you're unwrapping with a semi-unique/tileable texture, unwrap it…
I guess you haven't seen the wireframes from the UT3 SDK? they're not "user friendly" at all and it shouldn't matter anyway. It's just that quads are faster to work with when selecting edge and ring loops for UV seams and skin weights. However, the things you need to focus on are the roundness of the silhouette and…
* Be more specific — what from this thread did you find confusing? * Any deficiencies will become pretty obvious after a test bake, otherwise it's just experience/applied knowledge/knowing what works. * It's not terrible, but there are some improvements you could make. To avoid aliasing, you should try to straighten pieces…
The crazy thing is that in the games industry, loyalty isn't necessarily a matter of only money. There are plenty of people who just love making games, and would actually settle for a lower salary in order to make games all the time. Thanks to the rabid desire to work in games, most companies can get good, even great…
I would say something that could help your bricks out is a change up in the texture. Do some vertex painting. For example the areas where the bricks touch the ground, door frame, and support beams vert paint in some concrete or moss. Probably moss since this is a moist environment. Also the bricks are too high frequency…
@fideorubio You mean which project? Or a specific piece on my artstation? The course I took with GAI is the environment artist boot camp. We have two live webinars with two instructors per week. We need to choose either we would like to focus on the organic shape or hard surface modeling. The webinar topics include…
You have pretty good stuff. Just two big things I have to say. - It's insanely long. I know it's a first pass and all but you have to trim it down to the 2 min mark. There are tons of effects that are too similar. For example the fountains, pick one to show cut the rest, they are very similar. - Second, I would add text on…