Not a bad start. A few things that will help. First I would make sure you have a clear light source. Right now it's just kind of ambient. Second all of your values are in the midtone range you really want to push some contrast into this. Start adding some more harsh shadows from a clear light source and it will add a lot…
Thanks for your response antweiler I cant see how the layout UV tool can help me with separating shells for baking hardedge normalmaps, or I dont know the correct settings for it. What I want: What I get: Please explain if Im missing some combination of settings. Moving pivot helps somewhat but if I have a uv shaped like a…
I've also got a ward I'm working on for chinese new year and I'm having a bit of trouble getting it to export properly. I can get the mesh exported and imported without error, but the animations don't seem to be working or playing. My (3DS max) process for exporting has been: 1. Select the skinned mesh and bones and export…
You definitely need a portfolio. Most companies I know wont hire you without a portfolio of work. dont lie about your work history. You will probably want to put it down as an employer will want know what you've been doing for the last few years. If its not relevant then keep it brief. One reason to show you have job…
Nice work. Your torso anatomy is pretty sweet, color choice is nice too. The main critique I would level at this is about the environment. You have a nice range of highlights, shadows, and midtones in your figure but your environment seems largely made up of shadows and highlights. Few midtones. With such well defined…
So I have a whole range of problems. First pic I actually dont have a problem with, just a standard HP to LP workflow. Gotta get into texturing, not sure how well I will got at texturing. I want to try and do a procedural texture for the rocks and see how that turns out. Second Pic: My lp to HP workflow broke down on this…
http://www.polycount.com/forum/showthread.php?p=1520610#post1520610 Like JonathanLambert pointed out a few more polys to get rid of a lot of transparent pixels is often worth it. Every semi-transparent pixel is a lag bomb waiting to happen especially if the player moves into a position where a bunch of them are stacked up.…
In my experience that is exactly what you want to do. Polycount on things like that wont make that much of an impact as while you are doubling the polycount, you would only be doubling 100 to 200 tris for some grass or bush etc. I am sure there is a double sided shader in Unity (cant remember off the top of my head) but i…
Cheers moof, I totally feel you on those soldiers looking dead - I often find that when im aiming for something more portfolio-ish I end up doing these lifeless poses so that I can get the idea down. Emil was nagging me when i was doing the turtles to put more character into them - Those irongrip warlords are really great…
This is a design critique, not a creature anatomy critique: What stands out to me about Evolve is how very particular they're about character roles and purposes, and how they translates into their visual design. There's very clear differences between the existing pantheon of Monster right now. The Goliath is the brawler,…