Thank you for answering. But I tried to tweak the mask by hand, without success, the phenomena us repeating itself. It seems that the effects are applied depending on your original uv layout/normals/or else? I'm new to uv unwrapping so I could miss a lot of basics regarding that. Btw can you explain what you mean by uv…
Art looks fine, GUI looks bad, the layout is fine, but the art looks kind of 90s. its the repeating random noise textures and the bevel all the edges kind of look Im not really feeling. Im talking about menus and buttons mostly. also get proper fonts, and dont use the same font for titles. Take a look at say Hearthstone or…
finally finished with the blockout, i made alot of ornaments for this one,and the textures in SD.This will propably be the final layout. I could propably do things a bit better for efficiency, but since i'm at home, i can get away with it. All lighting is static and will be improved as i introduce more props I also…
This are a few low poly assets I created last year for my university course. This was my first time ever doing 3d work and I feel I've gotten better since these! Here are some of my diffuse maps, My aim this year is to improve the layouts of my uvs and textures as texturing is probably my favourite part of games art and…
Perhaps if Rob Powers came from a game development background, rather than a VFX/Cinema one; they might be more serious about attracting game artists. Up till now; it's been mostly (if not all) lip service. And I think Rob is doing a good job with the hand he was dealt; just not in the areas I would prefer. Then there's…
Environment portfolio should have environments. Making an environment or two gives you enough room to show your prop and hardsurface skills, so I don't see a point going out of your way to create some more. Show people that you can do good space layout, composition, color, mood and lighting. They can outsource props but…
new update, haven't touched my website layout or current showreel... they're still crits i have on my to-do list... but as of these last few days i've been really into this model... so as a result i've finished the lowpoly from the high-poly and i have successfully unwrapped all of the exterior (the interior is also on my…
not completly sure but my understanding is: if i.e. you have a 6m wide plane which fills a uv space/texture completly in u than you would need a 1536 * 1536 px texture to reach a density of 256*256 p/m². so it depends on you r uv layout compared to the world space scale of your object. hope it makes sense!?
the idea is VERY good. sadly the texture of the backslot looks blured, i think u have to improve the uv layout there anyhow. the weapon works fine. the headslot is kinda off, there is allover no reason why he should have one of that spikes going through his own head - i would redesign it. arms and neck are nothing special,…
Here is kind the direction I am going. So, I have begun to do some layouts of a few assets. Your thoughts are appreciated. I just think the lighting/shadows on the UDK renders could be better. Somehow. I don't really get all the settings as far as dynamic and shadows and whatnot. :| There are so many little things. Turn…