1. Small scenes where you modelled/textured everything, bigger scene for layout and composition. Latter can be much more liberal with megascans/third party stuff. 2-3. Depends where you want to work. Have you looked into companies yet? 4. Not using references enough, eyeballing too much, not having a decent breakdown of…
My process for the Camaro ZL1 I used CAD data and prepped the vehicle for production (including
applying materials). Then I designed the layout for my scene. Next, I build the
road and post in RailClone. I also created the lighting using an HDRI and the camera
animation. I sculpted and textured the mountain in the…
I've done a terrible thing... I didn't realize I'd put UDK on my C: drive... which i formatted yesterday... Sixties levels and intro were on that drive... my goddamn accomplishments from the last few months that I was really proud of are gone. Since it's an SSD i can't do any recovery either. I've basically lost the map,…
I agree with gnoop about the hand/arm blocking a significant portion of your model. It can be a little tiresome pulling back to see the whole picture. Another concern is the funky yoga sometimes needed to reach your keyboard with a 20+ inch Cintiq in the way. I actually don't like any of the express key setups they've done…
Well you could have multiple diffuse maps. Imagine you're doing a small town; the tiling wood texture could be used on this as well as sheds, buildings etc. Here's an example of what I mean: You could have it so all your wide panels use the bottom piece while all your thin panels use the top piece. It wouldn't be too…
hey Cremuss hows it going? its clear you have been working hard on getting a folio together. a point of concern for me is that your first model in this thread has much smarter work in it. the uv layout in the ravager character is much cleaner and more wisely used than in the latest. there is no reason that i can see that…
Not bad. Designwise i think it mostly holds up. Except for the inside of the engines, that looks like the front of a 1950's jeep or something. The black covers on the engine are also a bit blocky and lowpoly looking. The presentation and some of the texturing is holding it back though. I don't see much material definition,…
On Layout & Design: - Its good you have your own web address & Images showing your work. - Personally I prefer to have Links to things such as LinkedIn open in a new tab for faster navigation back to the Portfolio. - You should try to minimize the amount of Header links also. Having LinkedIn & Email as a Media Icon in the…
Slope VS No Slope. It will help if you bevel the edge of the high poly also. What you see in Maya isn't what you'll see in the engine viewport or in the final game viewport, so you probably want to do some testing to determin the depth. What I've done in the past with similar things, is to model out one side, unwrap it and…
The legs appear to be stuck-on, rather than flowing from the body, making the hips and shoulders far too wide. You already have a decent top-view which shows the correct dimensions. You seem to have run into problems when tessellating the model, losing the definition of your base mesh. The plates - at least for this…