Learning ue4 will make you more attractive to a woder variety of studios, and you will learn some more technical skills, so i would invest some time there but ubi has hired people based on their mod/map skills from fc editors in the past.
Because beauty is in the eye of the beholder :D But yeah I agree that it would be nice to see/make something "clean" yet fantastic. But I don't think such a theme would attract a lot of competitors :0 nothing stopping folk from doing it outside of the competition though.
I think I would prefer something in the middle of those two if possible. The vibrant colours are a little bit too eye attracting to me and the other colours are quite dull. If I had to choose between either I would say the duller colours however.
Do that first. Marmoset ain't best for places where you need baked light maps. I'd also rename your thread subject line. "any feedbacks please" is less attractive then "photorealistic bedroom in Unity" and less explanatory of what you're trying to do.
Anything id has an instant 'want like a puppy dog panting for water' from me. Hopefully they'll use the extra time well. I'm interested to see what they'll come up for multiplayer for this. Though the main attraction is obviously the singleplayer experience regardless.
Creepy-chan! Well it looks like you took the half creepy part but forgot the half-hot. Pushing the forms too much so it's so over exaggerated theres no possibility for it to be attractive. If you look at your refs there, her forms are a bit more subtle.
ysalex when breaking UVs down for characters I think both mats and player visibility, for instance the head and upper body are the focus so give them the larger space. Boots for instance should get less as its just really somewhere the human eye is attracted to :)
Well I know that of directors like to use Unreal for previsualization (as cameron did for avatar). But yeh, game engines are prgressively becoming solid enough to attract the interest of CG companies. Seriously, who likes to brag about their scene or commerical taking 6 hours/frame to render?
Its a dagger shell-like frame strength, durability and the slicing. Inside is fleshy flesh with bio-luminescence veins luring trapping prey. Creatures of the deep use light to attract animals so they can eat, in this case to attack them. This is really a re-work (from scratch).
Ahh excellent. The faces in Oblivion were definitely T3h SUCK. I found that with a heroic amount of adjustment in the character generation phase I could actually make someone halfway realistic/attractive. As for those NPCs... yeesh They used a vast amount of third-party software in that game, no?