+1 Lee! I'm sorry I am only now finding your post and tutorials a month after we first met. Please keep it up. And yes, practical FX are so overdone. I say that from experience =)
Hey I did some rearranging and stuff, practicing for my own folio too :P. Even if you keep the scrolling down for the images the menus aren't readable to me. Also accented your logo with a little color and texture.
To manually layout UV and acquire high quality only way is practice. But this is a plodding work, we should not waste our life and vigor on this. So I give up maya's UV layout system, I use other tools.
glynnsmith- Yah first time ever using DOF... i went a little ape $^*% on it :P erich- ohh I dont even want to think about baking ATM lol but it will be good practice when i get to that point
Took the crits in and this is what I have been working on for the past 1.5 hours. Still a WIP, but I have decimated it down and will be loading it into UDK [mostly for practice]. Let me know what you guys think please! :D
Are there any studies for best practice on different platforms, Tablet, Smart Phone, laptops and so on? Also does anyone know more about "threejs"? BEST WEBSITES EXAMPLES OF DESIGNS WITH HTML5 http://www.awwwards.com/websites/html5/?page=4
Good question. i was thinking it could be just a symbol of status or affilation with the group he belongs to. But if I were to push it into a more practical direction it'd be some kind of a demon repelling gear or just a general mystical protective item.
you can learn by studying peoples model and where they put the tris and edgeloops. most of the time you start with a mid poly and then start optimizing the mesh by combining and deleting edgeloops. It comes with practice, you just gota keep doing it.
You are ignoring the point, the point was they have shitty shitty work practices. Not that I want this thread to turn into one of THOSE, as game developers I think we all can see the benefits in owning at least a mac mini. :thumbup:
During my lunch breaks I had been working on a sculpt of the human head in planar form, using John Asaro's study as a reference. This developed my understanding of the head in a simpler form, and also some hard surface practice.