I would scrap that website or heavily modify it. Its hard to actually look at your work, make sense of where new content begins/ends, and what is comprised of what. An art lead/director or Recruiter has 100s if not 1000s of portfolios to look over, their patience is boiled down to less than 10 seconds to make sense of your…
Ok first off, scrap that website. Use Polycount's great folio guide/wiki: http://wiki.polycount.com/wiki/Portfolio I personally would suggest using ArtStation from here forward. Regarding your work, it looks like your modeling skills are headed towards the right place. I will be 100% honest, none of your work is AAA…
Did you first try searching before asking? Google and Youtube are usually my first go to places. Google: http://www.google.co.nz/search?gcx=w&sourceid=chrome&ie=UTF-8&q=rock+sculpting+mudbox Youtube:…
http://wiki.polycount.com/wiki/Rigging The model should be as neutral as possible. No expressions, hands turned with palms down. Depending on your rigging system the pose should be bend slightly at the elbows and knees for easier IK. You don't lower the polycount after texturing. It's not impossible but you will prolly tie…
Hi! Maybe you find some info useful for you in the wiki page: http://wiki.polycount.com/wiki/Concept. In my mind, concept art is a tool to efficiently problem solve and make (art) design decisions and not to be confused with illustrations/promotional art. Those might obscure more in order to sell/narrate. I see many…
I'm new to the world of normal mapping. I'm looking at normal maps to fix some really bad mesh normals on a corrective blend shape. I'm using UE4, but this would apply to any game engine, I imagine. Tangent space normals haven't worked out initially, since they don't override the underlying mesh normals. Seems more like a…
Zbrush Resources MasterThread I thought it would be cool to have a central place for people to post quality zbrush resources that make our lives a bit easier Alphas: EAT 3Ds 110 Bolts http://eat3d.com/forum/tips-tricks-and-free-videos/110-free-custom-bolt-alphas Rick Baker Wrinkle Alphas…
I assume the video you watched on max baking, they were using cages to project and manipulate the rays and in xnormal you set the ray length. Both bakers can do either method. Which is better is probably dependent on the model and your time constraints. Cages allow more control but can be a chore. Setting the ray length is…
@Khael I think adjusted the brightness values on cine camera actors that exist in UE4 to make sure that the image wasn’t too dark. I don’t have much experience when it comes to a modular approach. But somethings I can recommend are. · Setting up measurements beforehand and using real world measurements. In my case I made…
hoo boy. So, there's nothing truly wrong with working this way, it can be nice if you plan on unique details for every single part of your model, but you're very limited by texture resolution if using a single texture. It's more common to break the house down into modular pieces to make better use of texture space, and use…