@Visceral: Thanks! Yeah, I was kinda feeling there is no clear light source, I was thinking of doing another pass after I put them in UDK with some basic lights. @salacious_Crumb: Thank you! I think the size is a bit decieving, because a large part consists of duplicates. But yeah, I'll fix facing normals as I go and I'm…
lots of good advice here. Some advice from me as a supervisor of what I expect of people I hire. Of course, it's hard to demo them in a reel, but those are the traits I see in people who will do well in the long run, especially if you want to eventually move on of being a grunt. Ideally you want to become an artists who…
I think you're trying to get too much done at once, take your time, but more importantly go easy on the strength of the brush and don't use soft edge brushes all the time unless its for something like gradients. Grab a hard edge brush and zoom in (no really zoom in) for this example i'll just fiddle with the belt, its 3:30…
Hey there, folks! Weve been designing several locations for the game and working in lot of scripts. There are few issues with the gameplay in these scenes, but were going to explain a little bit the location and the goal well have to achieve in each one of them. Offices: These offices belong to a dungeon close to the…
I always thought that the Chinese/Japanese/Korean numbering systems were far more logical than the English one anyway, but that link does a good job of explaining why. On the first paragraph of this link, it tells you to memorize a list of numbers... and I did it with English first because thats my primary language and…
Cibo - It's not ready, I know that, I'm about to get back to work now, I'm going to take the feedback you gave me and work on improving it. Right now it's all incredibly rough and I know that 100% I'll go back and completely redo the blockout though, and take the tips you gave me and make it happen, as for how I get poor…
I went to Think Tank, 7/12 of my class currently has a job in the film/game industry (myself included, junior lighting/compositing artist). Our course ended in June/July, however only one person got a job right of out school (took till november for me and recently 2 more just got hired over the new year break) To sum it…
Nice improvements! You're getting pretty close, I think. If you want to add AO without abandoning tiling textures, you could just do it with a lightmap, depending on which engine you are using. I made a quick paintover with a couple more suggestions. Most of these are just intended to get it closer to the concept, assuming…
here's a stab at some critique. 1. the way this metal is set between the wood is great. It's also nearly invisible. This metal just feels way too dark, and you lose the detail. 2. This particular edge feels really low poly. 3. Why are all the screws rotated the same? maybe it's accurate or something but...throws me off. 4.…
I found this the most confusing part of game character creation. There is a lot of information available but it seems to be fragmented, so I took a workshop on the subject which cleared a lot of things up. I find this workflow to be the best, although I am stepping over to baking and texturing in substance. Just a 3dsMax…