what taylor said, your portfolio is super jack of all trades, and doesnt show mastery in any category. your environment work is not up to industry standard quality, and neither is your character work. Your material work is not super refined and EVERY material art student has a bricks, planks and rock material. those are…
Alright, as requested here are some asset and map breakdowns. I am still working on getting wireframes rendered. I experimented a bit in UDK and still want to try out the Marmoset option I've been told repeatedly about. @ PVJ : Thanks! The above represent the "majority" of the major assets. I grouped some of the ones that…
Yeah but you are not gaining anything from using a 1 texture sheet in this case, other than some performance... The art limitation in a scene like this is not worth that small performance gain imo, specially because this is just a portfolio piece (right?). What you could do is to have only trims in your main sheet, but…
@serriffe: Thanks man! @NomadSoul2501: Thank you! Good point about the size of the steps! Will definatley have a look into that and change it. @Niuva: Thanks! I'll give the wood another hour of work before using it anyway, thanks for crit, will put that on the todo list for this texture! @TactMasterZero: Thank you! Thats…
the brick pattern behind the statues seem a bit small, I'd make the pattern bigger so it better matches the two massive stone statues up front. Both images seem a bit dusty, like they're lacking metallic or specular highlights. Lava seems too red, needs more oranges and yellow. Trees would have a difficult time growing…
@thaSlimShady nope, we're a pretty small team :) @Lephenix practice makes perfect man. The best tips I can give you for texturing is that you should be mindful that your textures provide context to a scene. You can see that material separation, different materials, and contextual indicators are three big components of all…
Nice! Here's some crit; 1) The corners of the hexagons all touch in your reference, but in your material, they're separated. You probably want to reduce the size of the bevel. 2) I'd reduce the height of the bricks. 3) Your material needs more colour variation, unless they're meant to be new. Notice on your reference the…
Hey man, GoZ is an extremely comfortable tool that leaves you with no reason not to do a proper basemesh in your package of choice. So yeah before you get to paint a 2.5D textures you've got to prepare your "brushes"/tools and before you do that you take the 2 minutes to do a proper base in max/maya or whatever. I mean it…
Awesome! Some more architectural thoughts, if you'll have them: The door header looks a bit odd to me. I think at this time the horizontal 'trim' (or bellyband) running around the center of the building would act as the header. That trim would delineate the bottom and/or tops of the windows as well. With that in mind, I'd…