Thanks so much, I was planning on overhauling the wall texture some time within the next two weeks since I wasn't satisfied with it and that all gives me a really good direction to take it and things to fix I was planning on making some big changes to the grout especially since my teacher said the same thing about the…
Like the subtle glow better, and the faded gears. The last three flats layouts are too confusing and hide too much of your work. The first of those four is the best layout. You could use that last 1/4 of the image to add something, maybe a shot of the shader, or another wireframe. Doesn't make sense to include the height…
Hi Alex! This is a big improvement over your previous models. Good job! If I were you, I wouldn't put too much thought into getting a job in the industry just yet. Focus on making more models, developing your art style and getting better. As for this piece, there's a couple of things to point out. I wouldn't present my…
You've got the wrong definition of a a yacht I'm afraid. @whats_true I disagree with your statement about the flat sides. This is supposed to be a luxury craft, and thus very sleek. In fact I think it could stand to be simplified a lot in the sides. If I were to change anything to the global shape it'd be tapering the…
I think so, probably just a slight brick boarder but a full on decorative boarder can be pretty awesome too. It's normally only a handful of more polys but really punches things up. Even buildings that attempt to have a smooth outer facade have some window trim holding it in place. Its perfectly fine to put that as extra…
very good materials! looks like you're ready to go a bit further. 1. the fire selector being a bright tone detracts greatly from the impact of the shiny silver bolt material. it's not a great material and makes the gun look flat and strange. consider making the fire selector a different material. really dark glossy black…
shotgun: Thx man! I'll have to find out if I can show flats. killingpeople: Hah thanks man, it's good to see my love returned! ;) ctrlZ: Excellent point! It can be way too easy for me to never go back and finish a "work in progress". If I don't get these done soon, I'll take them down until they are. -I'll look into adding…
You either could have a hard edge /split vertex normals along those UV seams and split UV islands/stripes accordingly or do what your blue arrow shows , having a single UV island and vertex normals all set up for example and parallel to each other so all the shading would come form the normal map exclusively. The geometry…
@jdellinger98 Glad you're making progress! There's a number of ways to approach the texture baking on this. Again it's a case of what makes sense for the project. How you set this up is something you'll have to determine based on your software pipeline and how you want to texture it. There's been a lot of good advice in…
Thanks for the kind words. I think that render was using an overly bright HDR environment in Iray which is why it looks flat. I've set up a test scene in Toolbag with some better lighting which is looking less flat. I've also been playing around with animation during my lunch as I don't have Painter on the work PC.…