Hey whats up Polycount, I’m working on a portfolio piece — a stylized island environment. (inspiration, sea of thieves) I’ve been focusing on blockout, and overall playability for the past couple of days. scaled to SoT I’d love feedback on: Shot composition (do any of these even look ok) I feel like im going crazy or…
Thanks guys! Not a ton of progress the last couple days, but wanted to post a couple shots before it starts getting super grungy. Just spent most of my time in substance making/fine tuning the existing materials. Not sure if I'll move to the rubble or the foliage next, but hopefully I'll find some time in the next few days…
You are indeed biased, and its easy to understand why. I can understand the desire to confirm a bias that results in positive emotional response, in this case an individuals desire to keep something good coming their way while assuming or not wanting to believe its not having any negative impact. We see this in all facets…
Well there are a few things I noticed on your website that are a problem. 1) You have a splash page. You should show your gallery right away. 2) Your gallery loads extremely slowly. Bad news for people looking threw portfolios all day. 3) You show no poly/tri counts anywhere in your gallery. The only image I think that…
I think you're on the right track, here are some suggestions: -The stomach area looks fine to me, altho you could move around those top edges to represent the ribcage. -Shoulders look too wide and i dont like how you posed the arms, the pose isnt very natural: keep in mind that it will be animated at some point, but if it…
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@dg3duy If this is for an animation rig, just use Freeze Transforms command to define the base pose. Then you can use the Transform to Zero, Position to Zero, or Rotation to Zero commands to go back to the base pose. Alternatively use Set As Skin Pose, then you can use Assume Skin Pose to return to the base pose. I use…
Hello, We are two people(programmers) not artists looking for someone who for now can come up with some initial art for a RTS game that is going to be released on mobile and Steam. The Kickstarter will be for later this year but we want to have some art to show. since we are currently using free assets from the unity store…
The reason I asked this was like I said, out of curiosity; I don't have a specific project or animation in mind, just wanted to get an idea of what usually goes into making these kind of effects in film and tv. That link you posted gave me a general idea of what the cost would be though, thanks for that!