I've played around alot with creating complex objects in Max and basic texturing and want to move up into using mudbox for sculpting. Having never used normal maps, I'm curious as to how they're created and the limitations of creating them which leads me to ask this: I am wanting to create a modular victorian road with a…
Hey, I'm the TD for my third year short film group and we are doing a story based around having knitted characters. In one point of the plot progression, one of the main character (who is knitted) starts to unravel. So basically I have to design a mesh and a rig that allows for the character to be animated normally and to…
Hello, For my current UDK project I'm building a level based on several images from a manga called BLAME!. While based on these images, several things have been added and several things still need to be added. Sadly, one of the biggest key-features of the style is something I am currently unable to reproduce easily. The…
Next up are the cracks! I took apart the references and analyzed the different appearances of cracks. I decided to modularize the details into 4 variants for the brick cracks and one for grout cracks. I can probably reuse most of the graph, but I will create different masks, varieties through level node and also…
Company- Trash Panda Game's Project Name- Project:1942 Genre- MMO/FPS Style- Low Poly Engine- Unity We are looking for the following: - 1x Level Designer Experience in Unity Placement Environments Landscape Pluses Lighting Interior Design Modular Buildings What we expect: - Age 18 or older. - A portfolio showcasing…
hey alex, you asked for feedback so here it comes: red - the grout between the bricks is visible even in very dark places, like its emmisive or something. maybe your normal is too strong. green - i see some normal issues here, not the normalmap but the mesh normals seem to be too soft. light blue - no fence will be…
hey man, good start! Your overall image is too dark and it feels very much CG due to multiple things. Avoid relying on randomness nodes or textures like noise to add grime and wear to your models (looking at the shield metal), it looks unnatural. The spikes are clearly one single model spread all over. modularity is good…
@Saiblade - thank you for the kind comment, and yes - am working rather hard to get my portfolio up to standard, its a lot of fun and a lot of hard work! I am undecided yet as to how I will add the scifi elements, I think I will make some modular pieces and build them up as I go (or as much as possible, in 2 days) Thanks…
As others are saying, you just need a clearer focus. Looking at the dragon land I thought you were going more for realism and the barrels completely threw me off at the bottom. If you're going to handpaint you really have to paint everything by hand. Also with things like breakage in the columns, get reference to how and…
Looks very nice, as the others stated the execution is great and I like the color sheme and rendering. Its cool that you go nearly all the way with the functionality, still I would be wondering how it would look if weight and dirt accumulation in the obvious spots had been a bigger consideration. Also the holographic ammo…