Congrats on graduating. I agree that you could put a bit more time into the site presentation, but I'd advise against putting the reel first. A portfolio site design doesn't have to be awesome, but it shouldn't bring down the rest of your work either. I immediately noticed some scaling artifacts going on with the title and…
Gir - Ahh well, this is a hard battle to win lol. Anyway, the hammer might not be the best weapon for beating the crap out of people, but lets remember that this is a fantasy weapon for use in a fantasy universe - not real life. There, i'll stick to that one lol! True - Reflection: incoming! Saidin311 - Thanks! Here's the…
Looking good man. I like the thin slight boots, but they could use another ring around the ankle for deformation purposes. Her torso looks very awkward. Try to get the good S curve into it, right now it looks like she is leaning forward from the waist in a painfully awkward position. Her neck could definately use another…
it would be nice to see what your lowpoly actually looks like, smooth shaded without the normal map applied and underneath too. Go ahead and add another bevel to the bottom, without it the lack of parallax will make your normal map look odd anyway. Have you tried baking from Xnormal?.....also I might be wrong but it…
i know others have touched on this but i just have to re-establish the point that you cant have three logos you cant,lol...um its not going to be goku because most people hate anime...so choose between the 3D one and the silhouette guy. i love the vehicle models i just wish there were specs and a wireframe render. princess…
A big thanks to everyone who's given me feedback so far. I did a bit more work on the high poly (smoothed out the curves at the front and back of the boat and adjusted the curve of the wood slats along the sides) and built the low I'm gonna be unwrapping and baking tomorrow so any more feedback regarding both the low and…
I know what you mean. I've been playing with different ways of doing it and nothing has been perfect. The current system makes it easy to see what's behind a wall, and I think that cutaway style does match the game's visual look, but does look like the wall has been destroyed/crumbled. Transparent walls caused colours…
i read on an article somewhere some tips: -in stead of having a lot of very small objects (below 200 tri's) it is better to have one large. (so combine them) -save in the lowest quality display (i think that would be wireframe or bounding box) -turn off all of the things you don't need to see (like display lights and…
I really like the design of this guy, but I'm not so sure about your poly distribution; there seems to be way more polygons focusing on the feathers on his head, and not nearly enough for the rest of his body. Right now it's looking like a PS2 character's head on a PS1 character's body. Sure, it is a good idea to put more…
WIP I sculpted, retopped and unwrapped and textured Steven Van Zandt for my university assignment. The end result will be rendered in Unreal Engine 4, here is some renders from Mental Ray and my progress so far. Mental Ray and wireframe Steven Zbrush Sculpt Screenshots from UE4, Testing materials and hair, not happy with…