100% agree with other comments about focus and portfolio layout + in your portfolio you should put only your very best piece, get rid of the last drawing sheet with the pink hair girl. If you fell that you are very happy with only 1 image among your things then put this one in home page. leave the others in a gallery…
@PeterK - I hear you. Honestly when it comes to this specific thing I don't think it's a worry. I'd say it's about the same as a TV show using a Ford F-150 or a Chrysler in a scene. So long as you obfuscate the logo/emblems/markings/branding (like they do in TV shows) you're fine. They actually do this all of the time on a…
Thanks for the feedback They will be smaller and displayed aside the playerframe, they wont obstruct too much of the sight, your point is totally valid when displayed in middle of your screen of course @Snow I dont really get the hard edges thing. They are as hard as it gets , I used no gradients for the shapes or…
I agree with ZacD about the Dell Ultrasharp line. I highly recommend the U2412m, especially if you calibrate it with a decent system like the [ame="https://www.amazon.com/X-Rite-EODIS3-i1Display-Pro/dp/B0055MBQOW/ref=sr_1_1?s=electronics&ie=UTF8&qid=1381357064&sr=1-1&keywords=xrite+i1"]X-Rite i1[/ame] or the…
if you want to work in AAA you are either going to be dealing with 100% realtime lighting engines which since most games are developed for console first, you wont be getting amazing realtime GI anytime soon or you will still be having to lightmap stuff, even if for bounce light/GI like how uncharted does it. or go 100%…
Yeah honestly I feel like if you're mesh has really clean topology then it shouldn't matter too much if you use 10k tris or 100k tris. I think games nowadays can have characters that get that high though most of the time that will be when the camera is close up. Games can take advantage of LODs well enough to balance…
thx but i did not change any topology, as i said this is a model u can find on the homepage of akin bilgic. Also u can see his outcome in his gallery. So all in all i should get the same result like he did but mine is stratched. Not in depth but in width, so all wrinkels arent tight or overlaping but wide and stratched. In…
It's been really frustrating trying to find time to work on this, but with what time I have had this is what I have come up with. A big thanks to all the feedback, i'm trying to incorperate as much of it as possible at this. Right now the issues for me are: Believability (Are all the light sources working together in an…
You wouldn't need to export each object as a separate file, or set up a unique group for every object to do this sort of baking, you would only need to have enough groups to ensure that parts aren't overlapping. Even with extremely complex meshes this could probably be accomplished with less than 5 groups. For instance,…
I think your spec is at the right level now, before it was a little too "plastic wrap" but now it seems perfect. Of course the only way to know is to view the scene in real time which is hard to do on a forum heh. We are starting to move out of generic light theory and into specific lighting info based on an engine I…