Your portfolio really doesn't have a focus at the moment - a few pieces in several different media. You should think about what you'd like to do and focus the portfolio. I don't know the requirements or coursework for your college(s) of choice, but what they generally want in a student is passion. For your 3D models,…
Ive had exactly the same problem as you, and you seem to have come to the same conclusion. Heres my results I had. (Posted them in the XNormal Master thread). http://www.polycount.com/forum/showthread.php?t=41776&page=90 The best way is to duplicate your low poly, adjust it like you would a cage and export the low, high…
Looking good man! here are a few thoughts i have so far. 1. First possible solution(if you choose not to do #5) is to do like you did on the other side of it, and eliminate the following geo. 2. are those portions floating for a reason(can't see edge lines there)? It looks beveled enough to unwrap in a single island, which…
A few things that stick out as being "off". You are getting some pretty nasty seams both between the join in the side of the extinguisher and also along where the base and the side join. To fix this you can use software such as Mari, Mudbox or Bodypaint to paint a texture seamlessly across the uv islands directly on the…
The biggest issue I can see is that you have this model, and its quite high poly, but its never going to work with a normal map that good... You have so many hard edges in there, proper 90 degree angles on edges, and those are going to give you many, many head aches. So much so that you will find you will have to chamfer…
I have this floor material, and the intention is for it to tile horizontally, but not vertically. The edge (the long rectangles at the top) is the end of the floor, but the AO generated from this edge tiles and continues on the bottom of the texture (you can see it has a darker gradient at the bottom). How can I solve…
Speaking of UV unwrap I don't understand what's the big issue with such kind of a model. I do UV exclusively in Blender for decade already and there it's just: a) make auto smooth angle b) make smart UV project c) pack by packmaster with heuristic and rotation on That smart uv project splits cylinders into 3 islands…
Hm... OK, I'll get really specific. - Your poly density on your exhaust pipes coming form the bottom of the car are super high. There are so many divisions in the bottom bend, as well as edges around the cylinders. You've got incredibly long rectangles, which is a big no in both games and animation. - The curvature of the…
Looking good! One thing I have been learning lately about "realism" is the transition of edges, the place where things meet on a form. Like when painting, a cube with exact 90 angles won't be represented by light and dark butting up against each other. There is a tiny chamfer at the very least, of a blended color between…
never seen the tut, just a way i found myslef that i really liked for quickly making shapes, something i have done a lot of in both maya and silo, surprised max doesn't do it well since everyone says max is good with splines, for the kinda workflow max uses it would be cool if there was a modifier you could apply to a…