Ok site design isn't too bad and I'm not really gonna crit much on that so here we go. Please get rid of the black border you have around everything. It's really distracting and it takes away from your stuff. I should be able to read the edges without that there. <font color="red">Army Bag:</font> I don't like this piece…
Hey guys and gals! I've got a favor to ask. I hope this isn't too unusual a request. I'm putting together my first serious portfolio site. Since graduation, I've been doing a lot of freelance work for small startups, and I feel confident I'm ready to start pushing for a bigger industry job. I'm looking to find the…
Thank you for reply and comments, its hard for me to work without some sort of blueprint i will make some correction to size of the vehicle. I actually compared the size of the vehicle to real life then make UDK standard character size 96 units high and started from that I added panel to the front. Somehow didn't unhide…
Uh, we DID have a WEST side meet at Brouwers in Fremont last fall, and how many West Siders showed? Just Frozan, Praetus was late due to work and I brought a couple of artist friends I know who live in Capitol Hill. Also a ton of us met up at the Seattle Center IMAX theater for Transformers 2 this summer, no Seattle PCers…
Not bad, not bad at all. After looking at the actual test, here's a list of things you might want to fix. 1. Missing lettering on the box. 2. Textures need a lot more wear and tear, don't go overboard but look again at the reference. Your texture is too clean. 3. Textures could be mirrored to achieve a higher pixel…
Okay, well the items that I see on the model that sort of make me scratch my head, are the odd proportions. Now you can have characters that look short otr tall, but there are some visual cues about a body that even if it is short or tall, will make it look "properly Proportional" Here are some clues. Ignoring the head,…
Some quick glance things I see Look to modeling to improve the rocks. Model in destinct shapes to reflect the texture. Hard edges, strong shapes to catch lighting, cast shadows on itself, etc. Will have a huge impact, as well as modeling large, medium and small stones to compliment the transition into ground. The small…
You also have to keep in mind that a vehicle in comparison to say, a person, has ALOT more square footage hence a space vehicle thats 10-20 times as big as a person is going to look a lot more low res up close than a person at the same distance, if both are using say one 2k texture map each. You could migrate this factor…