Looks like a decent start, gallows! You did indeed pick a tricky subject to start out on. You're right -- proportions look good. Detailing armour, getting it the right shapes and not messing it up can be tricky and time-consuming. I only really tried it recently, with just enough success to convince me to try again at a…
Yep, ask questions, interview the company and try to ferret out if its a good place to work or not. Remember this is a job, not your chance to live on Candy Mountain. What they offer directly effects how and what your life is going to play out while you work there. Don't go in thinking "I can survive on toaster leavin's…
Hey dude, Your art test is off to a good start, but I would say it could really benefit from a nice polish pass before you include it into your portfolio. I know you only had a week to get 'er done, but really try and break down the test into a comfortable schedule and stick to it. Maybe 3 days for concept and modeling, 3…
Looking good I'd call most of it game ready art provided textures where handled appropriately! I think the crits you already brought up are spot on and should be fixed. What is the purpose of this level and what is the perspective the player will see (RTS, FPS 3rdP-RPG)? I think the angle/zoom of the renders suggests RTS…
The BRAWL Tournament! We're kicking off a new contest here at Polycount - The BRAWL TOURNAMENT. Participants will be working from a HUGE list of existing 2D or 3D fighting games to come up with their own 3D reinterpretations of their favorite FIGHTERS or STAGES. Only the best of the best can enter in the BRAWL Tournament…
Hello guys, I've started a project to create a human male starting from his naked body. Once i've completed that i will try to add clothing and equipment. The last stage will be to rig and skin him for use in Cryengine. (Alright, so the eyes aren't visible here, i forgot to enable the subtool when i was taking the…
Hia! So I recently found out you're supposed to seperate UV islands whenever you use a hard edge, so in order to try and reduce my visible seams (in photoshop) I'm keeping the hard edged islands somewhat close together. I've got a script that selects all my hard edges on an object, and then I split the UVs and manually…
I have started to make some basic game modular assets to try and get my head around the concept. So when it comes to UDK it turns out each model needs a second ID to be used for Light Maps. I was wondering when it comes to set pieces that can be snapped together does each light map need to be similar to work correctly?…
Hey guys im just doing this little side project while am at college and im attempting my first go at a proper character. I havent made up concept for this guy but the insperation is along the lines of the suits/armor from of gears of war, Halo and crysis but im just giving myself a bit of freedom towards the design so…
Hey guys. Just wanted to ask a question someone could hopefully clear up for me in regards to PBR as I'm trying to wrap my head around it at the moment in cryengine. I understand that with the Spec Gloss workflow you need to either have a spec map that is the right color for the material you are making, but what happens if…