Show us some complete wireframes of the shield? 2k textures are definitely too high (unless you just authored at that so the client can downsize as they see fit?) and also the polycount seems much too high. From that partial wireframe it looks like you've got a lot of waste, and what's up with the UV's for it? Depending on…
Only thing I can suggest is in your asset breakdowns be sure to show some wireframes on some assets so employers can check the model. I've always been told they like to see things in this kind of order: 4 - 5 beauty shots of completed environment. Asset breakdowns - Final, wireframe, texture sheet At the end possibly have…
I keep hearing how XSI is cool for viewport settings (wireframe opacity as a 0-100 slider) - I love how they have the face shaded, and the body with a flat white material with wireframe, super clean. However it's sad to see how unresponsive the facial rig sliders seem to be hehe. Also it seems that they use very few…
Greetings fellow 3D artists! Today marks day 40 of my 180-day topology improvement journey. I was delighted to wake up to some valuable feedback from other talented artists. Even though I had some setbacks with power and mouse issues, I still managed to make progress in my Blender project. It's ironic that I'm modeling a…
The site is easy to navigate and you have a nice work so far. Heres a few things that I wanted to comment on: Tank -The wireframes are very bold it seams it would do better being a bit lighter. Stuka -main issue that I see is the inconsistent flow of edges and it needs to be optimized more I think. It has very high detail…
Mmmm it's hard to tell without checking the wireframe: could you show us an image of the wireframe in Max and (maybe) one of the polygroups in ZBrush? :) Btw at the moment the possible issues that pop in my mind are or a smoothing group issue or an "edge "proximity" issue (meaning that you have edge quite close one to each…
I agree that the lighting is the weakest common denominator in your environments and is one of the hardest things to nail in an environment. I struggle with it too. I think the tea garden is looking much too washed out and too bright. Some of the details are getting lost. Your site layout is fine; no gripes with that.…
So I updated the wireframe to be more animation friendly and checked proportions. I didnt change drastically the model, because I want to try again to make a diffferent model. Textures are hand painted style, or at least that is what I intent. Time for screenshots! Unfortunately the model hasn't got eyes I added some edge…
@pior - i actually do have color lights for that render. if u look at the image with the wireframes you should see the tinted lights on the face wireframes. i have a warm and a cool light for that scene. May be i could have pushed the light little more though. as for the body smoothness i agree. it is something i would…
I think the breakdown you have for the bike is a little much....I dont believe its really necessary to show a diffuse, spec, shadow, final gather and then an ao pass....for a gaming reel(im assuming you DO want to get into gaming) people arnt going to care that you have fancy rendering going on in your model. I say make it…