I attended GAI for a course and I highly recommend that program. Granted like any pathway you get out what you put in. I've seen amazing improvement from artists as well as amazing arguments arise from people being too thickheaded and prideful to be able to learn and take critique well. As far as BIGTIME's concerns and…
Okay Pawel. Don't forget you asked for this feedback, I don't have time to sugar coat due to my limited time, so don't think I'm being an ass. Just calling em like I see em. First Impression: Your strongest piece is your boxing arena, Lead with that instead of your foliage. I didn't get right away that I could click on the…
What you have shown in the screen shot are "trajectories" these can't be edited and they are a visual representation of how the piece flows through the scene, you can't actually edit trajectories, you have to move the time slider to that point and then manipulate the bone object. Trajectories are good for figuring out…
You have some great work, are you landing interviews but having trouble sealing the deal? Maybe for technical reasons? You seem to have a lot of high poly and nicely rendered pieces but can you generate lower poly meshes with the right topology and bake it down? Can you unwrap efficiently and maximize texture space? It…
Damn it I guess I have to start hating episodic content because Mark Rein said so... He really needs to learn to shut up and let his company make good games. I like the company, I like the games, I even like the people who work for him. But every time he opens his mouth he comes off sounding like a raging cock. At first I…
Just spat my morning tea all over the screen when reading this: https://www.theverge.com/2023/9/28/23894266/epic-games-layoffs-fortnite-unreal-engine Epic laying off over 800.
You likely have a few issues : - The geometry of the high with the stacked individual pages is likely causing issues when baking (as opposed to having a continuous surface). - And perhaps you're having a triangulation issue (if it wasn't set consistent between baker and renderer). Getting the following in TB3 (below) after…
Your portfolio looks good. Modeling is solid. The edges on your high-polys are too sharp though. Your textures leave room for improvement. Right now you are mostly using base materials with a generic cloud texture. The edge wear and dirt looks generic too. Think more about how objects are used and where edges are getting…
I always loved the Skinshade 4 MatCap from Zbrush, especially for stylized/anime characters. I don't know, but it really fits well with the anime characters and it really makes them stand out. Here's my attempt to get it looking like SkinShade 4 in Unreal using my old Cammy model as an example. Please let me know if I was…