My problem isnt so much the position of muscles, that can usually be achieved through some trial and error (with a picture ref right in front of you). But the shading is what tears everything up. Will do though, i looked at a picture for the torso i just drew also. Yes, i did take a model from the wow model viewer and…
Well, if it's a first person game the asset needs to hold up at close range, if it's a third person a couple meters, etc. If you can reduce the polycount without compromising the silhuette (within reason), you are optimizing well as far as portfolio work goes for a junior. Same goes for texture resolution and texture…
I completely agreed and thanks for ur honest feedback the AK and all the apo weapons come from the apo fantasy concept art and yes it's a very weird weapon, lack of gas system :) and the sight for Thompson I model from original ww2 m1928a1 smg adjustable sight the p229 yet again ur right it doesn't make sense lol. but I…
Thanks ! Yeah i was thinking of doing the pose like the concept and then resculpt some part especially the right arm pit but then i'll have to redo the texture/baking if i plan to use the low poly body which is not an issue since i actually UV'd the body asymetrically, the issue im having right now is the fist, im planning…
showreels are kinda dated, especially for game art portfolios if you are not an animator. Look at what weapons artists are doing for a lot of their presentations these days, some banging screens and 1-2 mini little looping 3-10 second videos in the same artstation post that shows the materials and sometimes a small…
I'd suggest also having some images as guidelines for artists, since as always, polycounts vary wildly. Just like texel density, you can quickly judge polygon density by giving some context, like a wireframe shot of objects in a similar set of various sizes; like things you'd find in an auto body shop. It's easier to go…
Hello everyone or noone :) , i did my first complete game assets and hand painted texture for a test to get an internship in 3dmodeling. I did it in 3ds that was tought after one years without it. Unfortunately they said no to hire me as intern, my level is still too low. So i came here to pick advice on this work and to…
Okay, nice concept to go off of. It sounds like you are trying to deviate from the concept and make it your own? I feel like you will definitely need an area where the free-hand (not on trigger), can support the weight of this gun. In you concept, it looks like they have that-and it serves as a handle and some type of a…
I agree with atomicguppy on showing us a wireframe, perhaps showing us the texture map as well. To me the things that popped right away were the grip and the pommel. The leather of the grip one can see you've put in some extra loops to make those ridges, yet they dont get any love from the texture that just lays flat on…
1. make basic images of each asset easy to get to, perspective view first, then things like wireframe, textures, flybys secondary. 2. show images in engine, showing mental ray renders doesn't help you a lot when you're looking for a job in the real time industry. Maybe divide your site into real time assets and movie…