Hi! Regarding presentation/ accessibility on the forums, you could export as jpg and attach as images not files (or drag directly into a post). Regarding the work itself: While it might be in line with the original 40k design (here it would help to include references for people unfamiliar with the subject), I think the gun…
We have some examples on the wiki fwiw Halo 4 here http://wiki.polycount.com/wiki/Modular_environments Uncharted 3 examples https://polycount.com/discussion/98332/uncharted-3-environment-art-dump-anthony-vaccaro/p1
I tried Iray, and actually the result for my test model was quite ok there (and not ok in Arnold). The reason I exported everything back to Maya and tried Arnold is that I can configure the render scene there (light sources, for example), which I cannot do in Substance Painter. Currently I am using Maya; I haven't used…
Hi, i've been busy learn and building some stuff on unreal But i have some progress here 1) Remember the fish? this is my super basic fish animation, nothing special or complex... but instead the fix stays static at least now they will have basic movement when sliding on my matinee routes to the fish tank. 2) my elevator…
Try to texture map something NURBS and you'll immediately understand. Hard surface models in particular are really evil, as you can't use the implicit parametric UV because of all the fillet and trim and other surfaces. A complex model can consist of hundreds of these and some of them are just tiny strips and such. So the…
Well I do agree with Zac about removing logo and fancy frames, but I would say some visual design is good too if it helps reading and understanding thigs easier. Just not to "overfancy" would be enough ;) Other than that to me in general as a beginner portfolio it is looks like a solid one. I've seen ppl getting hired in…
Zbrush is slightly weird in that it works in generic units, rather than in defined metric or imperial. What this means in practice is that something that's 2 units tall in Zbrush will import into Maya at 2cm tall, and Blender at 2 metres tall as an example. Maya's default unit is cm, blender's is I think metres (don't…
This is my first time sculpting something in Zbrush from scratch, and after a week this is what I have for the pre-retopo mesh. Attached is also the concept I'm basing it off. Can I have some critique as how to improve, for example in the face/head region?
A "why" would be useful here! What about looking up historical armor would inform the work here, in particular? Does something jump out about the armor here that feels particularly egregious to you? I think looking up real world examples is always always beneficial, but something about your comment feels more barbed and…