UV Maps are unnecessary if I'm sticking to using just vertex colours, aye? 'Tis what me low poly reference models have; characters and creatures use vertex colours, whereas architecture and vegetation have actual uv maps (to utilize textures). On a different note, I've been screwing around with 3DS Max biped. It's bloody…
Hi moondog! - The first thing that I recognize when opening your portfolio is the white sword burning my eyes in whiteness :D Why not put up the textured one on the index page? Also your sword seems a little bit less-detail'y compared to your other 2 works. Maybe you could make a collage of all the props in the "Props…
For the moment, concentrate on still images; show-reels are really only relevant for animators & f/x artists. Cull your portfolio to include only the best - and most relevant - pieces. You will be judged by your weakest piece, so you're much better off with 3 good pieces than with 3 good pieces and 6 mediocre ones. Also,…
Wow, thanks for the overwhelmingly good response everyone. I had generally been getting a good feedback from the small group of people I'd been testing them with. it's nice to know an even wider audience can appreciate them. I'm definitely going to keep these up with some heavy goals in mind. I'll keep my eye out for…
This was original a paintover/message to Cheapalert, but I thought it'd make a great mini-tutor for beginner texture artists trying to get less blurred textures. Solid shapes as selectable masks to enhance sharp edges http://chrisholden.net/masklayer1.jpg The original texture, on the left, does fine to sell the look of the…
What can i say? A wireframe would help point out errors in the model. Ill leave that one alone. But i CAN comment on the the anatomy and texture. Anatomy first. His shoulders are too broad. his torso is too short. His feet are WAY too short and too thin. Its kind of hard to tell, but his torso looks too fat front to back.…
Don't open with an empty wall that is by far the least interesting part of your portfolio. The bell tower thing would be better first piece. The wall is nice for showing off your textures but it's lit very darkly and huge. Show the textures first, then show the "demo scene" so people can see how the textures are used,…
Hey guys! for a while now I've been working on a real time environment in UE4. The environment itself is based off of this work from Piotr Krezelewski which can be seen here. A huge thanks to Ayi Sanchez for mentoring me through this process! The experience was invaluable and I feel I've really learned a lot! As for now,…
Hey everyone, I just did a piece to practice working with Zbrush more and I started with Franny Vergne's tutorial on sculpting and then took it a bit further with my own design. I don't have a personal interest in doing hand-painted or heavily stylized stuff for my own work so I just focused on her sculpting sections to…
Hey. This is going to be a big thread so prepare! I started this project some months ago with the idea of creating a game in a painterly style highly influenced by Poku and league of legends as in how the game is built, pretty much what I want to do is make a game that looks like a painting but is set in a 3D space. Some…