Hey so this is already nearly a month old? Ouch. I only really have weekends to work on this and a few things have happened on weekends over this month that have knocked it back a bit. Today however I only procrastinated for like 5 hours and managed to do some work. So it all looks a bit shit still, but I didn't want to…
Sorry for the lack of proper Object updates , I'm currently working on the Master Materials for my Prop Materials and Blend Materials. I'm trying to add as much as possible ^^ For my Prop Master Material I have this so far: - Option for Diffusemap or Solidcolor - Tinting my diffusemap option - Desaturate diffusemap option…
I can understand your frustration. I've seen some 'pro' portfolios of people with spots at decent sized studios that exhibit shite artwork/assets. But, that's how it is in practically every industry. There are always going to be those in roles that they surely have no business in. As advised, f**k it. Forget about it.…
The textures could use some work in unifying the piece, right now the models texturing seems a bit off with varying levels of clean/unclean. The wood on the barrel for instance, is very bright compared to the other materials. The white jugs also stick out due to their clean surface. I'm unsure of whether the props are…
@salacious_Crumb: Yeah, I agree with the wheels being too small and I scaled them up a bit, hopefully they won't feel small any more. Thanks for the awesome reference! I will be sure to use it and take inspiration from what he did! I will definitely go for a more worn out look and try to get some sort of peeling paint.…
Glad you like it :) Essentially yep, just tiling textures with floating polygons, and the details (buffers, weapons, etc) are just gonna be standard props. The trick is to approach something this scale in almost the same way you should approach texturing (and material-ing) and environment - good materials, blending to add…
That's the really great thing about XNormal, you listen, and put in features like a mad man! I really do love it and its crazy awesome for making normal maps. But I can't use it at work. Just to expand on my max AO work flow (to help you make XNormal more kick ass). - I like to place dominant lights, like if I know an…
Yeah, basically my workflow is: Concept / Research: For weapons that arent 1:1 realistic. Example would be the flamethrower, which is inspired by the LPO50; however the LPO has a fuel backpack, we needed a canister/ammo based flamethrower. So I came up with a few designs in max. I dont get concept art so its really just…
Hey there, Just some thoughts about this from what I've seen and what you've said. First of all, great job. It already is very nice, what you have here. If you keep going with this and polish some things up, I'm sure some peeps might be interested in it! Now to business. You say you wanna keep this game / the props…
Hello all! I'm struggling with what my portfolio is missing in order to get picked up my a studio asap. I have a few ideas but would appreciate a second thought from other wonderful people! https://www.artstation.com/apologise As it stands, I see it as a mediocre portfolio. There was a few cuts as of recent as they were…