What strikes me about this scene is the potential to have a rediculously small texture size for the smaller assets. If you got a little tricky with overlapping UV's for those circular shapes; the Tires and the cables, you could have a super small texture sheet by overlapping 'em and having a second UV for the shadow map,…
I first saw Star Wars when I was about 13, and I thought the special effects were way better than anything I'd seen before. That was in about 1995, so CG wasn't quite to the point where it was indistinguishable from practical effects yet, so I thought it was pretty amazing how seamless almost everything felt in Star Wars.…
Hey guys thanks for the awesome feedback, I worked on the scene some more and now I'm getting close to wrap things up for my portfolio. Eraserhead, i took some advice and now the scene's lit better and more assets were modeled and textured in the scene! I am still trying to get a lot more decals in to cover up bad seams…
Interesting scene choice, choosing an organic scene, but one with so much rigid structure and rectangular composition. Why the heck didn't i think of this?! Some very nice rocks derived from photo reference! I could see this scene looks very nice if you keep this quality level up and find some clever ways of repeating…
We used Xrefs on Daredevil. It might have been a problem with the older versions of max (we used 4.5/5 on Daredevil), but we ran into some issues with Xrefs. There seemed to be a lot of problems with the objects updating correctly, when you edit the external source file. We constantly found ourselves having to re-xref the…
I haven't found anything has handy as the Maya scene expolorer but these few things could help. File > Xref objects This allows you to import objects from another file. You won't be able to edit these objects but you can right click a file in the menu and open it very easily it even politely asks if you want to save your…
Technically you have most of the pieces in but their scale and relationship to each other is off. The ground and surrounding area is nothing like the concept and really needs an upgrade. The materials need to be gone back over as everything looks very new. The photochopped sky looks pretty bad in with all the hand…
@teodar23 Hey thanks for the feedback! Yeah now that you mention it, the pathway really looks pretty bland, with just the cubes scattered. The concept was very sketch heavy so I couldn't really tell what was there, but that's where I'm supposed to come in and make it interesting haha. I can make some more objects like worn…
About the golem, I'd probably bring it into the concept stage again, mainly because I feel like it needs a stronger design before you proceed. It's a good start though! The scene looks alright but as you said taking it into UDK will probably be worth it :) Nothing shows off your modeling and texturing skills though. To me…
Your environment is a bit uninspiring. The lighting is flat and way too dark. I can barely see anything in some of your shorts, and when i want to see something; the statue, the detail on the mountains, its to dark to see. Do more than one point lighting to get some type of secondary light in there, or better yet, rotate…