Nice work. The small protrusions on the front of the hood (turn signals?) seem to have more curvature triangles than the rest of the surfaces, is there a reason for that? There's a fair amount of chunkiness elsewhere, by comparison. How are you doing the texturing on the headlights & brakelights? A contractor I know…
Agreed, especially regarding the bedroom and the professor layton piece looking great. The only thing that stood out negatively to me immediately was the UV layout of the market stand. There doesn't seem to be a good reason to have the tabletops/shelves rotated at 45 degrees and have the edges stick out that way, only to…
Ivan Kocic 3d artist Portfolio: www.ivankocic.com Phone: +38166008538 E-Mail: ivankocic85[at]yahoo[dot]com Skype: ivankocic85 Hi, my name is Ivan Kocic, 3d artist with 4 years in the industry. I am looking for contract based or full time work opportunity. I have mostly worked in the movie industry and advertisement for 4…
Obviously, I can just connect all the UV islands and do it that way, but then I can't pack my UVs very well. How else is this accomplished? It really kills the look when you go around a corner and the bricks don't line up at all on both sides.
I'm aware of the method in scanline renders in applying hair materials to an object and yielding results as found in this video. Link: https://www.youtube.com/watch?v=Fqv8vrkWc_4&t=223s Although I'm looking to do so inside of Arnold as I'm doing my best to deep dive into the render engine. I was hoping I could get some…
I have been teaching myself Max, ZBrush, Photoshop and a few other pieces of software over the past 2 years. I went to a tech school for CIT (Computer Information Tech) and when i wasnt networking or programming I was altering images or modeling. Please let me know what you guys think of my work over time, some are still…
Hey guys! I have a quick unreal engine 4 question for you. So I'm building my first environment and I can't seem to get the dirt on the windows to project shadows to the light on the floor. I've checked my static mesh to make sure I have proper light maps as well as increasing my light map resolution, but there hasn't been…
Like mentioned, studying/observation and practice is the key to improvement (I'll read "AAA" as "high quality"). Also asking for help if you're stuck, so good on you. I think the rough aesthetic is already there, but many elements look like guesswork or a bit random. One thing that stands out immediately is the wobbly…
Hi to all and sundry on the Polycount forums (love the banner, by the way), Honestly, I've never gone looking online for talent before so you'll have to excuse the roughness of this post. Although I'll try to answer questions as well as I can. I'm with an open-source project called TremZ, to develop a game of the same…
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