This is a similar myth to the "normal maps doesn't work in vr". They do. And you don't have to go so lowpoly either. VR isn't a hardware, its performance is determined by the videocard basically. Its just a way of displaying things. I was playing Elite Dangerous and Alien Isolation on vr, they are both fairly highpoly and…
I think the 5th one was made after the movie came out(and had changes that were more adjusted to fit the movie's universe). I didn't like the 5th one because I had grown tired of the franchise a bit. The third one wasn't as good as the rest but I loved the 4th one(I guess it was because I was a student at the time and many…
@Tectonic : Same principle as the earlier post. I have a Group set to Soft Light - Inside the group I have the green-channel and a 50% black layer with Lighten on. I then control the darkness of the top-light shadows by changing the opacity of the Lighten layer. And the overall strength of the top-light by changing the…
stxtch I think you're right here, character modelling definitely isn't my strong suit and I need to work a lot on nailing the anatomy alongside the reference.. I tried painting the statues but felt they drowned out the background a bit.. I'm going to go back and edit the sculpts and try again as I feel some more "Egyptian"…
I'm a little confused by this. Do you mean keep portfolio posts simple, and instead explain my workflow in a separate blog? For example my pier scene is loaded with breakdown shots and explanations. Is that too cluttered for a portfolio? I think that would be my ideal position. "Environment artist" seems to be an umbrella…
ick, yeah no tape and yellow caution lines. They don't belong on a sleek weapon. I think what others are getting at, and I agree with, is that right now it looks like its all the same material. The whole weapon is one big block of "Future Metal" Some of it is likely the spec map treatment, but a lot of it is sameness of…
Couple things right off the bat. I want to be able to see big high res versions of the images, and I want to be able to save them to my computer. Generally an image viewer that prevents that (like lightbox or what your site is using) is frowned upon. I'd make the thumbnails much bigger as well, or get rid of them all…
I literally had producers going from "we can't ship this level like this - do something" to "we got word from HQ they are in love with the level - it's awesome!", when all I did was new lighting. So yeah, hands down #1 important thing for me. And speaking about a portfolio It might help having a few concept-art thumbs just…
6k does seem rather excessive, especially if you plan to have more than a few in a scene. The palm fronds look to be an obvious spot to optimize. I'd be surprised if you couldn't get it close to 3k without losing any visual quality. The texture sizes also seem quite large for what you have. Almost half of the leaf texture…
"I was simply wondering because i see a lot of portfolios with single pieces like the ones i showed. Out of curiosity i was trying to find the level i needed to be at by getting some pieces critted. Simple as that." I see a lot of people starting out with 3D portfolios doing a gun and maybe a rock like you said, small…