Hi Christian, Here's a list of observations based on a first impression I've had whilst viewing your portfolio. I can reply again later with more specific feedback per asset. Layout - The site is simple and clear with the work front and centre. Overall it was easy and quick to navigate. 2d art - Other than the animated…
Shot a couple of cool games - Pixel piracy - real fun games...as soon as they fix a couple of major problems in the current build - Rogue Legacy...cant ...stop... - Trine 1+2 - mainly to play with brother and GF - Castle Crushers a blast with 4 people on 4 360 Pads (yeah really hate online play) - Broforce - need i say…
yea well its been a while since i saw your last site. to me this feels like a downgrade. i know u mentioned that everyone is givin crits on webdesign. well ofcourse thats part of teh pimp too eh? and i feel that presentation is what the sites is about ... the flash thing on the left... why do u blend to black?!?! there is…
JohnnySix: Looking for references, I found a shit ton of shmups that had horribly contrasty backgrounds. One in particular was a night scene overlooking a city. The bottom 2/3 of the background was essentially single-pixel noise. I don't even know how that made it past testing, because I could barely see the bullets even…
Your reel was missing your name at the start. It should be the first thing people see. I think there were FAR too many polygons in your LODs. For your third lod of 3k It really should have been under 1000. Thats the whole point of Lods, to really make a significant leap in model detail. That lod will be about 40 pixels…
a smoothing group seam means you have twice the vertices there, as a vertex can always only have one attribute set (normal,uv...). Hence chamfering wouldnt affect vertex count by much, could even be less. So vertex-cost wise there is no real loss. Polygon count indeed goes up a bit, and rasterizers typically dont like…
thirding, put them on the same texture so you have 1 draw call instead of 2. An extra UV channel is going to double the size of the models UV data. In max you can view this data by going to tools>channel info On a related note the channel info is useful tool for error checking your work, in the past I've had models…
Cuggnuts script is dated and doesn't work proper anymore with recent versions of max. Someone here at polycount fixed it to make it work though and provides a alternative download link: http://fearthedevil.com/words/?p=117 download link: http://fearthedevil.com/words/wp-content/files/2009/07/UnwrapTool_1.6.zip Though the…
After some more work on the city I'm coming to an end. Made props today and placed wires. Tomorrow there is some more modeling on my To-Do list plus the final Leveldesign. I would love to see the level poppulated with cars and people but this was (unfortunatly) not part of my task. I also had some fun with panorama images.…