Hey Guys, Decided to improve my portfolio, eliminating the weak entries. Replacing some with newer more polished work. And improving the presentation of some. In July 2012 I started a new portfolio site, and haven't really updated it since(, untill last night). Back than I based it on Hazardous' and Anuxinamoon's with a…
Hello Polycount once again! :poly009: My next environment piece is from the anime/manga Full Metal Alchemist, specifically the room from Episode 3 "Mother" (first anime series) where Ed and Al tried to transmute their mother back to life: Back in 2005 when I first decided I wanted to be a game artist, I went through an…
Whatever gets across your strongest skill set and lets them know you have talent. I don't see any harm is making beauty renders, as long as that isn't the only thing you have. Construction shots, texture sheets and viewport grabs can be just as important. They let the employer know; - You aren't throwing 1 million polys…
It looks like its sticking up but its illusion since it depends on colours. Thats why I made those arrows and drawings ;p At least thats how I understand normal maps. I think the illusion works because our eyes are used to top lighting. Since upper border is light green/blue and lower is purple the difference in lightness…
It's because you've rotated the mesh after baking. It's not a specific side of the mesh that is the problem, it's that you've baked absolute object (aka world) space normal directions into that map, and then rotated the mesh. What you're telling the shader is that left is right and right is left, which results in lighting…
Seems like by using a sky light it uses the emissive map to emit static light. This is how it looks so far. It doesn't seem to improve that much... I'm still figuring out how to do proper lightning. Added a few effects and the blood. About the blood. It is a material applied to a duplicate of the mesh on top. I don't know…
****Post Four**** Today I have been really focused on the fined tuned aspects of getting all the light settings just right as well as playing with post effects to get the right mood. I found this wonderful image online after search forever that gave me some insights and inspiration and motivation. The step are coming along…
Hey, good start. When it comes to models, you've got a pretty good blockout. However, on the right you seem to have a wall make a curve for the ceiling, while it should be straight. This also effects the couch next to the wall; the backpiece of it is too thick, it should be way narrower. The blue table in far left corner…
Hey! The modeling here looks really good to me, so great job! The details on the train engine are really solid. As far as critique goes: - The sky seems really low res. Find a higher resolution for this. Check out the clouds in the upper right corner for the most problematic area. - The lighting feels flat and pretty…
hrmmm.. if your just mostly using these matte materials to be proxies for shadow casting why dont you try using multiple sets of lights. a set just to handle the background, a shadow casting light and a no shadows light, and use the include/exclude list to choose what objects you want to have shadows and not. and since…