Big part of game art is modeling with efficiency to meet demands of realtime engines. So if you show wireframes and texture layouts as well you'll get the full deal. About the art, only thing I can say is that I think you missed the tone of the concept. Setting the props in a dark dungeon is fine, but I think you should…
If you use selectMode to enter component mode, it will switch to the last active component selection mode that was used. If you have multiple objects selected, selectMode -q -o will return true as long as there is at least one object in your selection still in object mode. Personally I use a hotkey to toggle between Object…
Made the Low-Poly (2494 tris) in Zbrush, then Unwrapped it with RoadKill and baked the Diffuse and Normal Map with Xnormal and used Maya's transfer maps to make a gradient to multiply on the Diffuse. Also made a Color Specular, Gloss and Emissve Map. The textures are all 1024x1024 px. Then rendered him with the Marmoset…
My main complaint about the scene is that it is very static - aside from a few moving leaves and lights, there is very little motion. I'm not saying that it's a bad scene - quite the contrary - I just don't understand why it's a video; everything you are showing can be seen in a static image. As far as the trees, I suppose…
== WIP 18 == After some time, I finally have the retopology done to a draft. I want to be thorough, so admittingly this step is exhaustive in terms of display. To note, the jacket is floating geometry, not attached at all, though I'm assuming this IS the method for dealing with complicated layered clothing sets. There is…
Final Submission: Backstory: Once upon a time a young hunter went to jungle to bring the precious flower to his love. Where he met a witch. She wanted that flower but he insult her badly. Her curse turned him into beast. He beg her to bring back his original look. Witch can't take back her curse but she gave him a solution…
Hi, let me share you some renders. The head sculpted in ZBrush and final images rendered in 3ds Max with Mental Ray. I painted detailed SSS textures to building the right skin shader. The head has detailed geometry with great edge flow that appropriate for facial rigging and animation. The character also was modeled in…
What stands out to me the most is your texturing. I think your material definition is quite weak at the moment. The shading on the military truck is very simple and generic. It seems like just a single value with no noticeable variation in the roughness map. I'm not sure how far you wanted to take that asset, however I'd…
This isn't exactly a new character, but one I thought up a couple of years ago but haven't gotten around to creating until a month ago or so. Forgot to put it up here, although it's on my blog. The character is a stylized version of a Puffin bird (national bird of iceland) and he's called Puff. This is the reference photo…
First up: Test-baking diffuse and normal maps in Maya 2014. I'm testing the diffuse map baking for a G1 Transformers project in which I intend to model high-poly versions, face-colour the models, then bake the colour information onto the low-poly models. If I'm correct, this should give crisp, reference accurate results…