CW - I've been unemployed for a while so taking care of him has been pretty easy...although they're not as easy as other animals you can keep in a cage and just leave food and water (like a hamster for example). These guy's eat live food (don't want to just toss them in there and leave them or they can bite the dragon) and…
Yeah, I'm a big fan of his work! Has a really cool vibe to it. I'll post a low poly wire later today :) Kinda messed up my workflow with the Turbosmooth so I'll probably change that as well. I will recreate the terrain, but not the terrain in that artwork. Recreating convincing snow it quite difficult so I'm going to do…
I actually did this exact concept two years ago for my portfolio. I went cleaner and more "Borderlands-y" unlike you. I like your direction, it's very distinct from the concept by adding a lot of vegetation and misc. props to fill out the scene. It kind of has a Naughty Dog feel to it. That being said, from what I'm seeing…
I'm in complete agreement that the real world isn't always fit to be copied for art. It's about catching common perception of a certain item not the real thing or even your own perception. This is especially important when dealing with organics such as vegetation. You can take a picture of an oak but it might not look like…
[ QUOTE ] oh, that's as annoying as large "glow" sprites on explosions on the ground clipping through. It's 2006 and there's still PLENTY of that happening. Can't they use depth testing? [/ QUOTE ] That is depth testing. What you want is something like z-feather. That might be expensive, particle effects designed not to…
Mmmm... I like the idea, but some thing is lost.... I'm not sure, but may be the composition need to be more focused. I think that you make it a panoramic view for show the scale of the forest but the bark textures are to big. In consequence the scale are inconsistent (tree, barks textures) with the objects and deep. In…
I used CAD data and prepped the vehicle for production (including applying materials). Then I designed the layout for my scene. Next, I build the road and post in RailClone. I also created the lighting using an HDRI and the camera animation. I sculpted and textured the mountain in the foreground, as well as using forest…
I started to make a first Blockout on Unreal Engine 4 this morning, to have the right proportions (a bit), a loads of things will probably changed during the process (for example the size of the type of receptacle for trees and vegetations). You can have a better idea of the area i'll focus, so from the beginning of the…
@serriffe - No real crits, its looking really good! @Fizzly - the doors look great, are you using any plugins to make the normals? @Huw_Dawson - Good start, but the scene seems tall or too narrow. -First pass on the bench bake and texture. I'm going to finalize most of the spec maps together on the final pass. -First pass…
waw, looking really good! don't really understand why you didn't get the job! are you allowed to post the concept art? maybe it's bc you made it to similair, to true to the concept? I've heard a couple of times that they like you to put in a lot of yourself while keeping somewaht true to the concept, but giving it more…