Hehe you guys are trying to embed the image viewer not the actual image. there you go :) First crit would be, waste less space in your renders. People don't wanna scroll to see the complete image. All the white space on the left and the right can be cut off. The proportions of your model seem a bit off. I'm not talking…
What I noticed is that your separate objects look awesome, like the barrel and the ramp thingy. But in the scene all of it's detail goes missing. I'm not sure if it's the compression of those jpg images (they seem to use a really crappy compression? image seem fuzzy) or if it's the lighting, but I do miss that that awesome…
kaburan: Thanks! Yeah, I agree my lighting needs to be reworked. I do have a dominant directional light setup, and I've tried to go off of what I have seen in the other UDK scenes and modify them to my scene. I'll have to re-examine that for sure. If I can't figure it out, I'll definitely start asking more questions,…
You can also build your scene using modular pieces, unwrapping each to its own sheet and tiling the 3D piece, rather than the texture. A lot of todays games use that process and if the console/system can handle it I prefer to work that way. I did this image for someone @ another forum but it applies to what I'm saying here…
1. shift+s let's you place the cursor at the selection/grid/active. I don't use grease pencil much sorry. Lol, you want to do those doodle things of yours, don't you:) 2. press F6, press the "add new" button if there isn't already a texture, in "texture type" choose image then press the load button that appears (you can…
Hey there, Datiger. Welcome to Polycount. Firstly you can head over to the Pimping & Previews section and create a thread in there. Try and give as much information about your art as possible. Such as the triangle count of your mesh, the texture resolution, what your aims are with the piece, will it be used for anything…
Also, drop the flash/scripting based gallery. Just use simple links to image files. There are people that will say that it works the same, and maybe it does for 99% of the people. But you don't wan't lose out on that 1% you might miss of job offers. Also, it's every so slightly slower than just plain clicking on a fast,…
Thanks for the comments / criticism, appreciate it :) I've made some slight changes to the site. @Jason Yeah, I agree that the first scene is a bit bare, I did that one over a year ago now. If I ever get some time I might open it up and add some more stuff to it, but I still like it how it is. And its supposed to be a kind…
I meant that AO is usually done as a separate texture or texture channel. Because you shouldn't see any AO on pixels illuminated by direct sun light for example , only in shades . So it's not included into base color texture usually. Cycles , same as any ray tracer in general doesn't need AO because same effect occurs by…
Hi Hope this is the right place for this, but I was wondering if other character artists out there could give me some advice when sculpting likenesses? Specifically, for getting the proportions? Often, I’ll use Photoshop and do paintovers on reference images, use measuring/guidelines, and overlay a WIP mesh and scale it…