Hey there, first off I recommend checking out this post by Jon Jones, it mainly covers some do's and don't's of portfolio sites. Its a good read. Secondly, I would have a resume, even if it is just a PDF with whatever experience and skills you have. A few things you can do yourself is ask yourself what type of job are you…
The concept is fantastic! If you haven't checked it out, Leslie Van den Broeck did a great write up in Vertex2 about sculpting stylized characters that might help you out. You can find it here: http://www.artbypapercut.com/ Since you don't have any sculpt pics up it's basically hard to comment on that. As for your…
RoosterMAP: Thanks, yea I agree right now they look more stylized than real which won't fit with the gun. I have a question for you, and anyone else who could help. I saw your rubble library thread (kudos by the way, it kicked ass!) so you may of come across this. So basically you know how you can set a morph target on an…
If you are going to make a low poly game model, you should start by looking around for similar or identical game models to what you want to make. This is a good practice, because then you will get an idea for the level of realism you will have to at least achieve, if not beat. I decided to go ahead and help you with that:…
If I'm correct it's because many Asian cultures highly value being able to copy art as closely as possible. It's not that weird a concept, really. It's like how we keep repeating that you first need to be able to make an accurate anatomy study, and only after that you should try stylizing things and playing with…
Lose the normal maps - Use them as a part of your texture if you want this to fit into the WoW universe. It's about the volume the maps add, not about dynamic lighting effects. The Tiling rock texture is missing secondary shapes and the tertiary detail is too noisy imo. Something less consistent through the whole texture…
Ah, I see - so shouldn't the stones be a path to something? Instead of just the border of the room? I'm not sure why your professors would ask you to make an environment with no lighting, I mean, lighting is a thing that ALL texture artists depend greatly on for tying our textures and scenes together. It's kind of a glue…
Hey dude I kinda feel you, but you over reacted. Throwing a tantrum is never cool -- and your art DOES need improvement, just not the kind of bad advice you got on pc. Learning how to take crits and interpret them is important. You know what's false -- rust and grime and hyperdetail wont improve your art -- but you also…
I appreciate the examples. I totally agree with all of those you posted, but I would argue those are very, very specific cases and there are only a handful of materials with that behavior... say 5% of your total assets or less? And most of those could be solved with a specific shader with say a tint value applied to your…
It's very interesting stuff to think about. For instance, TF2 could be classified as "cartoon violence" : the characters ar stylized and cartoony, and the violence is goofy. Yet it's sometimes easy to forget that in TF2 heads and gibs roll all over the place, blood flies everywhere and the characters scream in agony and…