Makes perfect sense, thanks! :) . Good eye, I used pictures of the pior orberson model as a guide. I really like the style, and I felt it went well with the Marvel look I wanted to go for. I forgot to mention that I want to stick with a quasi-exaggerated heroic proportion look to the model. Cable has always been a pretty…
Take a step back. Reduce to two pages, Portfolio and Resume. The header is gigantic and NO WIPs. Face on resume is generally a bad idea. Can't right-click save-as the images due to whatever you're using to pop-up the images is broken. If an employer can't save your portfolio for presenting you as a potential hire, you'll…
Thats a cool scene but it lacks of something. I approve the above points mentioned my Mr. Significant. For my part, -I think there is not enough small branches in your dead trees. -Add more bushes and grass to your ground -The specular of your mud shader is to broad, try to tighten your spec power. -Water shader looks like…
I saw this demoed at Autodesk's GDC booth this year... but I dunno, it seems to me like it'd be more beneficial for studios to develop their own engine -> app interop solutions. For example the new CryEngine videos show a direct link between the editor and Maya. You can already pipe data directly from a 3D app into…
Hi ablaine you should really ask these questions in the Unreal Developer Kit - MASTER THREAD, it helps keep all of this information together in one place. Here's a tutorial from UDN on how to get nice highlights using a cube map, just scroll down to the "Cube Maps with HDR" section. You can probably use your specular or…
Tech Art/VFX/Rigging Jeremy Ernst - http://www.jeremyernst.com/ Erik Larsson (Tech Art) - http://www.eriklarsson.net/ (no reel but tonnes of ideas on presenting tech art work) Michael Sharpe (Tech Art) - http://www.mikesharpe.net/category/tech-art/ William Kladis (VFX) - http://vimeo.com/32182703 Lee Amarakoon (VFX) -…
Ok some updates: Some new props, a simple crate, and some big epic lanterns to provide a source of my back lighting. The large awnings are complete. Spent quite a bit of time getting the shading of the material to look good but I'm quite happy with it. Foliage! This is my first attempt at making any sort of foliage and I'm…
Model the highpoly door and frame as separate objects. there's no need for this all to be one single mesh, you're just making it hard for yourself that way. My advice would be to sit down with a tutorial on sub-d modelling, re-model the highpoly door from scratch, then start worrying about how to bake normalmaps. Currently…
Right its been a while but i have my base mesh completed for now. It's still open to some more tweaks but its going to be put into Zbrush later today so no major changes (unless really needed). I've had to tweak my character due to me not being able to look at the Krall skeleton from Unreal 3 when i was making the concept.…
Hey, this is actually a really good question to ask! I would perhaps get in contact with the developer of Blender and ask them perhaps directly? I know the way UDK works is that it is free to work with, but if you sell a game you have to give Epic a portion of the profits(it is very reasonable from what I heard) But for…