I know there's already a thread about it (made by me) but this is another level of revealing Square Enix brought us these last hours! :open_mouth: In case you missed, they made a conference with 15 Majors news featurings trailers and details about the game everthing that comes around with it! One word: Mindblowing. We…
TimeGate Studios, developer of the award-winning F.E.A.R. Extraction Point and Kohan series, is looking for a talented and driven Environmental Artist to work on its current line of next-generation products for major publishers. Projects in development include the Unreal Engine 3-powered Section 8, a team-based…
I hit my first major milestone yesterday which is getting the exterior modelling completed. So here's some renders of the finished model: Model is currently sitting at 96k tris, which is great! Gives me a little bit of wiggle room when I comes to the interior mesh which will be similar in tri-count but if needs be I do…
Hey shock, I'm just giving you a heads up now, but it's a good rule of thumb to try to avoid: a. creating two threads on relatively the same topic previous thread here. b. posting just questions in the "Pimping and Previews" topic as it is generally for...well, exactly that. Showing off your work and getting feedback.…
The horror character is definitely pretty awesome so far :) I would agree with Di$array though, the noose is very noticeably thin and frail. It almost looks like it was intentionally put there as a prop ya know? Doing something like a horror character its definitely even more important for your audience to believe in the…
Hello Casper, how's it going? Hope you guys doing well :) With Modo 801 now we're able to edit vertex normals individually. And they included a built-in edge normal hardness edit tool. All of these features require a vertex normal map, as Farfarer's vertex normal toolkit creates one automatically. Modo's built-in vertex…
This is looking awesome man! I love the clean shape and silhouette, the design is super nice (though it does seem more like an assault rifle than a missile launcher XD). I'm not a hard surface guy but your polys are looking pretty good to me. I would be careful with consistency in the future, its a small nit picky thing…
The water damage at the base of your wine shelves is really nice. Keep this attention to detail in mind whilst you read below - One thing that I notice is missing from your assets is how they don't hold up against the real thing. I'll use your cobwebs as an example: Real cobwebs either have the typical radiating "spider…
Hey Shaun Slade, good to see you're exploring your theme a little more. I think for establishing the mood and colors of the area your first ultra zoomed out shot works great, though if the idea is to give it to Epic to use I think it should be much more defined into what things are. I suppose it's the kind of nature to…
This thread has some of the best feedback ever, especially with tumerboy taking some time out to give very solid feedback. There's really not much more too add crit wise, since the tech stuff has all been discussed here. I think you should just take time and redo this scene using all this feedback and see for yourself what…