Cool website, I'd say it would get you a job as a web designer before a game artist though - that's not a crit against the work... the art is pretty solid, after clicking through the framework to access it. here is a crit given from Gauss to Richkid on his website: consider this advice as well: "howdy gavin. some of the…
Hey Greg, nice to see you posting on Polycount. You made quite a bit of progress on this since the last time I gave some input, and you did a nice job implementing critique. I think it's a good start, but there's some things you could continue to improve to really bring the scene together. You did a nice job toning down…
WARNING: WALL OF TEXT The school I went to was a lot like what you described. The students are taught the basics of a software and the rest is up to them. Often the only way to get real critique or learn new skills was from other students or online. Most of what I have learned is from tutorials, trial and error, and…
To repeat the advice from others (but with links ;) ) I'd download a popular engine, import a scene into that engine, and post some in-engine renders. You can get a free copy of the Crytek engine from http://mycryengine.com/, the Unreal image from http://www.unrealengine.com/udk/, and the Unity engine from…
SD 5.3.1 This new build brings the most bug fixes in a Substance Designer release ever! Main Changes
* [3D View] Display the mesh name in the scene/edit instead of "Entity" * [3D View] Reset to default color when a new 3D View is opened * [3D View] Focus camera when switching from scene to primitive * [3D View] Display the…
Thanks for all the comments =D! - Jeff Parrott: I guess it's just familiarity yes, been using mudbox for more handpainted stuff and apart from a couple of small things I like how it works. I may look at 3d coat some day to see the actual benefits, only used it for retopo before. I'll definately screengrab some work in…
And, i am here again :) Carefull - long post here. Did a lot of research. Searched all possible options via google - seems like no one models mid-poly cars these days :D What i am trying to achieve: nice smoothed mid poly car model with proper reflectons and without normal map on its body. Stuff that we can see in every…
Degenerates are not really a single problem, but a class of problems. A polygon can degenerate when it distorts or twists on itself. For example, imagine a quad twisting so much that it looks like a bow tie. You'll simultaneously have the front face and back face visible, which is wrong. That could be considered a…
Those AAA Chars does have a lot of Rigging and Blendshape goin on op top. If you do a Portfolio Char you go for the best looking Still Frame. I would grab a Game you like and search for wirefame shots and mimic those. There are a lot different ways todo topo.
The textures does look nice, but I can't say I really like the white. I feel like there are too many colors being combined. The horns and the white cloth could have at least a gold/red tint IMO. The hair is also looking quite a bit noisy and flat from that view, though it can possibly look a bit better ingame with masks.…