Yeah that's the fault of the image used, they're likely auto-cropped. I don't know how he's set up loading images in the portfolio but it should be easy enough to make the thumb (featured image) a pre-cropped image if the other ones are letter box. That said, whats the logic in letterboxing portfolio pieces anyway? Also…
In the days of quake3, you really could run a mod for a year or two on concept art and a few maps - stick them on a website and people will come, anticipate, then give up somewhere down the line. My immediate feeling is that you don't really have anything worth showing, brutal but true. I'm not trying to be cruel, I myself…
I have started designing the skin for the gun, made an additional texture pass and tested some renders of how the final images can look like: Ronin artwork made by a friend of mine, I just projected it on to the side of the gun. I am basing the colors and rest of the design on this artwork. In the image above of the gun…
I have a basic power switch that I have modeled. Its nothing complex, just a box with some raised text and a few switches. I created a basic four sided box to encompass the high poly one and use as my low poly model. My bitmap size I am rendering out is 1024x1024. My problem is that nothing is rendering out like it…
Glad it was of some help, sorry about section 2 I was pretty tired and probably babbling on a bit! This is actually very similar to part of a project I'm just about to start, hopefully I'll start a post for it in the next few weeks. I must have missed you saying that you wanted to vertex blend, if that's the case you might…
So alot has changed in the design of the base hahaha, and im really glad it has looking back on what i have here.....ahha anyway, the buildings have gotten a slight increase in size and i have rearanged the base as well as redesigned the HQ and the airfield I have added a slew of new buildings, oil Refinery, Biomass…
I'm interested in a personal use vtuber setup for streaming, based off of a model I've been working on myself in blender, which is based off of my corporeal form as a plus size person. I have references in the form of pictures, as well as the actual file I've been working on. I can be contacted on Discord as jenguin#1704…
well, some of the faces that you may think only have 4 sides, probably dont. take a square for example. 4 sides. yes. but, if you add a vertex in the middle of one of the sides, that side become 2 sides. the vertex breaks it into two. so now the square is 5 sides, not 4. the square still looks like it has 4 because each…
So these days for modern games. Lets say a third person behind the shoulder. When are chains modeled versus planes? At what size? And when you plane, what type? Like do a flat face on for each individually versus just a one long plane in one direction for all chains as a group with possibly in a X secondary plane with back…
Just in case you're not aware of the current 3D gamedev industry situation: it's not good. Lots of layoffs happened which means you're competing vs. people who have a lot stronger portfolios and most likely more experience. Prop artist role is very rare, Weapons artist role is probably even more rare nowadays and the bar…