Thanksfor the replies. So my high poly model looks like this: I suppose this will be a "hero-model" since I am putting it in an engine as a demonstration for my portfolio. There will also be some simplier stuff and a few other hero models. The demo will be first person perspective. I haven't rendered out the low poly…
- Thumbnails aren't really interesting. - More presentation. Just a render isn't enough to show your skills. Show wireframe (especially if it's low poly), show poly count, show texture map, show high poly shot too. - Don't show WIP. Finish it first, then put it up. - Your Resume page doesn't have 'Back' or 'Home' button to…
I'd add that you're going for surface/environmental art under your name, or somewhere on there. I feel it's important to tell the world what you want to do. The next thing that sticks out to me is the lack of information about your models. I love to see maps, tri count, wireframes, ect... I think that's important to show…
Cool stuff! Love the texture work. As far as the modeling goes, I think the AK feels stubby, but that's about it. I think your presentation could use some work though. You have a bunch of different styles and fonts that you're using to show off your model, and it looks really inconsistant. I'd say come up with a solid…
Yeah Bartalon is right, also, assuming that you're in the polygons tab and the main side of your mesh is center pivoted to the middle. To prevent the hassle of aligning individual vertices to the center for mirroring is to align it altogether by using the absolute transform tab and putting (assuming it's centered on X…
Welcome bglopresti Not bad for only being a month in. Some critique for ya: Tone down that bump!!! damn that is strong haha. I used to do the same thing when I was starting out though. Also, showing wireframes can help us critique your modeling. Your color texture isn't too bad. Everything looks like its the right…
Pinch is useful if you go back down to a lower subd level right after using it, smooth out the damage to the topology (easiest to see with the wireframes showing) and do a "reproject higher subdiv", possibly several times. Ctrl-1 is the keyboard shortcut for "repeat last stroke" too. I think. I know it is on mine, but it…
And his comment was as usefull as yours. @simukaszs: like others said, look at updated models in lol and use it as a guideline LINK. As you can see they are looking a lot more clean and readable as they used to and compared to yours. It would aslo be usefull to show wireframe, flat textures, and entire model (where are the…
I decided to run a print of the high-poly project, so that if someone asks what i'm working on, or asks to see more than whats in my folio, i can show them my current project. With GDC just around the corner, I think we should keep this thread going for up-and-commers to reference. So texture sheets will be reserved for…
Regarding the likeness sculpt, its pointless if you don't show at least one reference, don't texture it if its not gonna be done properly (same goes for hair), otherwise its just harming your work, the eyes following was kinda creepy but that's just my opinion. You should've done instead a 360º turntable showing the low…