I'll bullet point my critique for you :) - Too dark, can barely make out some of the details in your art. - No objects to indicate where the tints of red light source come from. The only place that indicates a source of light is the window. Either add something to justify the light source or adjust the light in a way it…
Really depends on industry and even the company you want to apply for. For example Blur and Digic Pictures and pretty much all advert companies will want fairly decent generalists. So people who can do models, UVs, textures, shading, lighting and even animation. Not a lot of those kind of people around so they get paid…
Looks pretty good for a beginner! Here's some things I notice right away that could make it better: - The grunge you're using around the bottom of the dumpster is repeating. That's fine, and repeating grunge textures are used a lot, but in this case you have the texture space to have custom grunge. On your texture you…
Yeah, all these texture tricks can look pretty shabby if you go overboard, make 'em subtle. Here's a shot of it overboard, i adjusted some values so you could really see it in effect and i increased the normal tiling so you could see it more: It's a fairly complicated material but i tried to make the setup as visible as i…
I tried this a few months ago - I unwrapped a character in 3DS using the checker texture, then rendered a UV template with white edges and black background. In Photoshop I inverted this to get black edges and a white background. I then lightened it with Levels and printed it off at 7" x 7" which interestingly enough comes…
S_ource - It's funny when you think something looks good and than come to find out you are WAY off! Thanks for the tip on the gold.. hopefully this is better. Add3r - thanks for the encouragement. I definitely appreciated your input and made the appropriate changes. I took the scene from the Shining 'here's Johnny!' as…
Well guys, my time is up! I want to give a big shout out to all you guys who gave me advice and tips. I tried implementing everything suggested to the best of my ability and within this deadline. The final renders which I have submitted are below. Of course, any critique is still welcomed and will be remembered by myself…
I'd say: 1) Extra emphasis on each and every compatible package you're going to keep support with. 2) As Bug said, grant support for as much time as you can 3) Stress the fact you can build shaders without actually typing any code. 4) Maybe provide a very basic package of the most common or creative materials you can…
I could only assume that this art team is testing your ability to represent over scaled objects. Because you have retained such an element of accuracy you have looked passed any identifiable areas that help you understand what it actually is. Don't get me wrong, your high poly model is nice. But do you currently know what…
agitat3d, I'm not sure if you mean roughness or specular values in your OP. It seems like you're talking about roughness/glossiness though. And in that case materials hardly have a definitive roughness value. Every material (aluminum, plastic etc...) have endless roughness variations. Think about how rough a surface can be…