Just kinda wondering if anyone feels a little depressed when they see really good quality work and then find out it was done in a very short time? How do you guys not let it drag you down? How do you try to learn from these types of art and try to become faster in your own work?
I checked an older graph of mine and copied the flood fill node from it. Here they are side by side: I can find no obvious difference in settings between the two, except that the older (bottom) node doesn't have anything inside the Instance Parameters section, while the newer (upper) node has a Safety/Speed trade-off drop…
If you had a more close-up shot of the face, I could specifically critique it, but right now I can just say that it looks kind of strange- the mouth, nose, eyes, neck and overall face shape. I think that the skin contrast looks WAY too high in the specular areas. Having too much spec on skin is one of the mistakes a lot of…
Looking pretty good from what I know. Her face makes me think 'Carrie-Ann Moss' right off. I like the hands as well, although I bet you could get away with four knuckle-polys where you have eight. I also hope you're gonna do some optimizing on the palm, but I bet you are. Yeah, she is really skinny, but her pelvis is so…
Hi, I'm learning to program UDK (Unreal Engine 3 ) since a year ago, while making a game prototype . Now that the prototype is fairly complete it is time to look for people who work with me in this game, especially modelers , animators and mapmakers . First of all I show a video summary of what I've done. I've been using…
Hey, here is a scene I made for an assessment, its a diorama of a scifi scene set on an alien world. I developed models in Maya, did Hi poly's in Maya and Zbrush, Baking in Marmoset toolbag 3 and did texturing in Substance Painter. The final presentation was done in Sketchfab which I've provided a link for but I also did a…
Hi everybody, this is a relatively simple question, but I'd appreciate some feedback or techniques on how resolve similar problems. Here is a simple flashlight model with temporary baked normal map: Looks quite okay, still learning no remove problems related to padding and visible tiny seams, but here is the main thing.…
Hey guys, Gonna step out my comfort zone and have a crack at doing something stylized. Working on Gears of War in my day to day life i have found i appreciate the stylized side of things more and more (must be my age) so i thought i would have a little flirt with it. Anyway, gonna build this up over the next couple if…
Hey, I'm fairly new to this and trying to UV a character while fixing some problems in the mesh, and at some point, I always end up getting non-manifold UVs, which makes impossible to further unfold the mesh or do a lot of important operations. Any idea on what I'm doing that create this kind of problem? As far as I'm…
Need to fit color range into half of its current. (So like 4 bit vs 8bit) How would you solve this? We are using a Blend with a 16F 50% grayscale at linear dodge. Then doing a 16F grayscale of that result with Multiply. At the end we reduce to 8bit. It gives us close results, but I keep thinking we can do this with less…