Maybe try thinking in levels of detail. A good mix of shape and detail is important to a visually appealing asset. For example, first you think about all the big shapes and get it looking interesting and balanced, good silhouette, maybe a mix of smooth and angled shapes, etc. It sounds like you feel you've got this part…
Everyone visiting your portfolio and site isn't going to get a disclaimer "I'm just a young hobbyist, don't take the current quality of my work seriously because I can do better." Even still, thats a pretty lame disclaimer to have to say anywhere - especially if you're serious about making sweet art. it doesnt matter what…
Hey dude, you've got some great point, im taking a note of things to change for the next revision of my showreel! Funnily enough ive managed to get the apartment building down to 12k previously, and I cant for the life of me think why I didn't use this one instead of the 30k version, however I will make sure that in the…
adam, Thank you...I wasn't even thinking about doing the occlusion pass, but I do know how to do it and I think your right on the money that this would bring out detail big time. Yeah I haven't sorted out how to approach the shadows...need to look at some nighttime reference and see how the moon casts shadows. Your right I…
not sure what your trying to ask...as for your high poly...all your cracks and divets and n e thing that would be unnecessary to model(all the little details) should be in your high poly. Looking at your bake, it does not seem like you have those details in there. Your high poly right now is just a low poly with lots of…
Hey guys! Sorry I didn't answer earlier! Had a LAN party here at home, playing dat LoL and Tekken all night! :) Andreas, I have emailed Touch Arcade that monster mentioned as well as TIG Source, which is an indie blog. I haven't heard from them yet. I'll try some others I guess :) might have to send a redeemable code as…
@Ashervisalis On starting the mentorship program I mainly wanted to improve my buildings and foliage. You choose what you are wanting to focus on and the project that you do with guidance from Ryan. I've quickly listed what I learnt below – although keep in mind I wasn't a complete beginner at some of this but Ryan helped…
Can't thought-experiment through this. Too many variables. What the pro's are saying is you got to prototype it out to find your specific case answer. What you are looking for is simplification, but looking for it in the wrong way. Simplify the problem not by designing some arbitrary guidelines, but rather by reducing the…
Really great stuff so far. Already you've got a vibe going and I like it. Most of this is stuff you might have planned already but I'll mention it anyway =) I liked the floor better before when it was tile, but I agree it shouldn't be too similar to the type of tile as the walls, which it was pretty close too. Some high…
Here's something I came across not too long ago on artstation: https://www.artstation.com/artwork/XBnL3l It's a technique devised for a VR game that had geometry limitations so they accomplished that destroyed look using textures. Personally I would do this. - Create a basic destroyed building. This wouldn't have tons of…