I like the style your going for, and somewhat the inclusion of both hard surface and organic materials in the scene, but I think you need to push the organic pieces more. Maybe there's a hole in the cieling, both emitting light and vines hanging down. Maybe the open door is being opened by huge branches twirling outside…
whoa, slow down there tinman, give other people the chance to get awesome before you go blowing minds, this type of thing is totally discouraging and makes us all want to give up and/or shoot ourselves. hahaha seriously though good work, for the door are you using anytype of reference? i find when i think i can just…
Diggin' the new update, but I have to agree with Ark about the door lights. It looks like its either leading directly to the outside (and being a cellar I would expect that not to be the case) and the sun is right there in front of it or God, or some other shiny being, is about to walk in. Even as a door directly at the…
Yeah that's an evil thing to do. I only ever came across one person who used a scraping spear on me. It was evenly matched but he managed to get me in a lock most of the time and in the end my broken armour gave him an advantage. 3-3 is awesome. When I started playing it again in December I made a character that focused on…
Right. I've been doing the whole "3D generalist" thing for awhile now and rather recently figured I needed to specialize in at least one of the things I loved to do. So really pushing my high poly hard surface modeling skills, both in 3ds Max and ZBrush. Note: I realized I have to plan my workflow per project, as sometimes…
Thanks guys! @danjohncox All the doors except for Door 3 were modeled from a base concept. Movement is funny with forerunner stuff since it doesn't operate mechanically so turns out the models line work dictated a lot of its movement. We found that moving in a direction against the grain of the main lines tended to look…
Man, very cool! The improvements are great. LOVE those door hatches although I feel they could be scaled up a little to better fill the space they're in. Maybe 125% each? Just so there's less dead space between them. Maybe also do something where each door hatch has a slot where a clipboard or something can be attached ...…
the problem with that environment shot is that the focal point is the door opening and uhm.. I can't really make out what those spikes are and they are just blocking my view atm. very annoying. also the spikes are kind of pointing AWAY from the focal point so the eye starts there and quickly gets directed to the end of the…
Do a lot of studios in the US not have reception areas? I was going to say I don't see the harm in it but then I read the replies. I've actually walked into a studio before to hand in an application for two reasons. Firstly, I like to know my application has actually arrived on the desk of the person who should see it (and…
[ QUOTE ] people reversing into parking spaces! well i guess this is gfx pet peves... so.... umm gfx artists reversing into parking places.. or video games where you reverse park into parking spaces [/ QUOTE ] LOL, not to go too far off topic, but why? I back into parking spaces all the time. I drive a large, 1988 Suburban…