Good work. Looks like you left out Jeff Parrott's last name. http://gameartportfoliowall.com/post/43523294213/jeff-environment-artist Oh, and Philip K = Philip Klevestav http://gameartportfoliowall.com/post/43479409374/philip-k-environment-artist
I figured I would post this here instead of creating a new thread for it. I recorded a time-lapse of a bust in case you're interested in my work-flow; [vv]43722819[/vv]
A few proportion changes were made as well as a bunch of new detail added. I also did spend time redoing entire pieces for better edge flow. Some stretching is occurring because I didn't render at a high enough sub-d level. (i was running out of ram). I will add additional detail when I start baking, but right now, I think…
The baking errors were in areas that needed a baking cage to get right, so easily fixable. You can't actually see them since they are covered by other parts (Gun has moving parts for firing) Baked maps do not have antialising (yet) My process was hi/low/UV in 3ds max, and baking in substance painter. So I'm guessing there…
Hey this looks like it would be fun to play! I think the environment modeling, texturing, and lighting could use some love. The walls are just flat meshes with no embellishments, which is unrealistic to the eye, looks a bit like classic 2.5D Doom in this respect. There are no transitions where surfaces meet each other,…
Maybe try setting Ref Coord System = Constant in the Preferences. http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-86205F0D-6143-432A-B0D4-5CCC4DB2699F.htm,topicNumber=d30e584897
Edit: oops that was for 3ds Max. Seems like this might be covered in the Maya 2016 help file. http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-67B3D408-76A5-43FA-BC4B-1E1F2243C1F6