I think these are your weakest pages and should be removed. To give a little more explanation. With the good work you have, there is already a lot to look at. You have multiple shots and breakdowns of the models, which is great. However, there is also a lot to look at that isn't very good. As mentioned above, when I viewed…
whenever i've been involved in hiring decisions, we were more interested in seeing artistic talent and applied skill in a portfolio. for characters it's usually hard enough to find suitable people. wireframes - that's more of a pipeline consideration. we also did assume that if you show us a character in shippable quality…
hey barnes, hows things? :D they did a 90 min phone interview, then a few weeks later flew me out, they paid for flights and hotel amounting to 400-500 euros, I just had to fund the trains/buses/food. The personal interviews were hell, but it was interesting travelling somewhere new.
This is example of one of my renderings: http://img827.imageshack.us/img827/5039/adamop.jpg And these two are exemples of what I would like to render: http://www.polycount.com/forum/showthread.php?t=72221 http://dl.dropbox.com/u/17188/fatman_final3_big.jpg
I bought it for $500-550 at version 3.1, it's a full commercial license and every update has been free so far. That's probably the best deal I've gotten out of any commercial package.
stuff looks good, don't worry man about the detail thing, it looks like you always try to make everything equally polished, but thats not necessarily needed at all, many artists leave most of the image raw with broad strokes and then polish up the focal point with the final detail. You dont need to make everything equally…
Okay, so now I've managed to fix non-manifold elements by applying the mirror modifier, and deleting a hidden edge. However, a new problem arises. https://cdn.discordapp.com/attachments/404810103661920259/501280191625297920/unknown.png The model's texturing looks torn up in several places. What is the underlying issue now?
Check the recommended landscape sizes. 513x513 is a heightmap size which will work for the old terrain system (power of two +1); for a landscape try 505x505 instead.
Here is another update on the animation. It hasn't changed much but there is some differences. As always I appreciate any feedback given. https://syncsketch.com/sketch/c4933590620b/#502661
the difference is the last one is taken within the game engine as required and that i deconstructed the weapon into most of its basic parts in an attempt to get more edge then was possible with the sculpted version, the sculpted version was also at 24 thousand polys and reducing it would not make it fit under 5000 without…