First of all, I would really recommend against using promotional images from Gears of War as your header image. That just strikes me as very sleazy and gives the impression that you are trying to pass off work that isn't your own. Same goes for your "Unreal Level Design" section. There isn't much going on there in terms of…
TortillaChips: Not per say if any of you have noted the types of posts I often come up with they are a little bit more heady and pensive than most. I have some odd hobbies including the studies of various philosophies, neurology, aesthetics, metaphysics, psychology. I guess I'm sort of fascinated by what makes me and…
Hey man, really impressive work you have there. I particularly like your sculpting, very realistic . Most of the stuff I was initially thinking when I looked at your site has already been mentioned but I think you should make your texture sizes and polygon counts a little more plausible. The Tri count for the cowboy for…
Things are coming together, but overall I feel you're holding yourself back. Maybe it's lack or reference or understanding the quality level at which game art should be at this day in age. I only say this because (and I don't mean to be rude, but) 10 years ago I was working on maps that appeared similar to this. That said,…
I'm not familiar with GIMP or Blender, but many 3d softwares are very similar. Some may feature more appealing workflows depending on what you are trying to achieve. -I've found that keeping all the original meshes for reference is important when making modeling/texturing decisions. You can just Hide them for later…
What DeadlyFreeze was trying to say is, basically you're trying to mix and match hardware and software shaders and/or materials. They're different things handled in different ways, written in different languages. 3dsmax procedural/parametric materials like Blend will only show up in the viewport with a rough approximation…
What you're describing sounds like an art lead rather than a game designer. I'm an amateur myself, but what you're looking to do seems infeasible. Designers don't often do art. That's what art leads do with the art team. Art leads also communicate with the programmers to get the right engine features for their assets. Game…
You're WAY oversmoothing those shapes. There's about nine hundred miles of extra tesselation there for what you're after. Look up some of the hard surface / subdiv modeling tutorials and reference here on Polycount and elsewhere on the web; you'll be amazed how little geometry is needed to properly describe hard surfaces…
i enjoyed the demo, but then i haven't really played the huge glut of WWII FPS games, so it might just be lack of perspective. i like what they've done with the leaning/peeking tied to ironsight aiming; that's an elegant refinement. the weapon advancement scheme seems rather enjoyable, too, albeit a feature that pulls you…
I thought the modeling and texturing tools were great (especially post 7.5, once they began to include the new unwrap plugin). There are quite a bit of games that use it, heavy hitters too. It's just not that common for North American developers. Capcom has put it to great use (the Resident Evil series, new Street…