Depends on the game, how close you'll get to it and if you'll see it from more then a limited angle. If it was for a typical UE3 type game and this is just behind the path, then I probably would start off with a block that has a few segments. Then do some light modeling to get the major shapes and handle the rest with…
great overpainting is great! not a fan of washed out overbrighty skies tho cauz it always reminds me of bad photography.. but i agree shading/lighting is too flat, your front walls get hit by sun directly, but not the sidewalls, yet they have a very similar tone and brightness. especially look at the AO gradients aphexx…
it took me longer than normal to figure out where your work was kept. are you lookingg for a job in games? If so then there is a lot of pertinent comments to add, but if not, its irrelevant I look forward to seeing more of your lighting work though, keep us updated! It might be nice to light the same scene twice, two…
Hello! I have a question for rendering from max. I am trying to render a scene that has 2 things: * Ambient Occlusion * A sun as a single source of light TO do this, I am using 2 lights in my Max file: * SkyLight * Omni Both are set to cast shadows. Both have their light intensity/multiplier set to "0.5" Right now I am…
As you can see above, left is my Viewport for Maya 2015 and bottom right is my render using mentalRay with high settings and Final Gathering. At first i thought it was a Specular issue, but the character has no Spec Map and the spec is controlled through Attribute Settings. By singleing out Color, Displacement and Normal…
I may not be a big fan either or know that much about the guy without looking up a lot of it, but wow if you're going to draw conclusions and BBQ the recently departed you might want to so a little bit of reading... I believe he talked about that publicly a few times and admitted that life is messy and that it would be…
One of the big things you would need to do is step back from the work you've done so far. See it from a distance. It seems you might be working too close and doing all these micro details that mess up any real form when seen from a normal game view and at a distance. A game like this wouldn't be fullbright. Take a look at…
Yeah improving your own skill to the point you can match a professional level is the only way to do it. Right now I think you're portfolio pieces are not up to the bar, you don't have any visually stunning pieces. Why? You're stopping half-way calling it done. Heck, I'm no character artist , I just do 'em for fun but The…
@theycallmedualian In your first post on this thread you called Ashish's work "lame" instead of "tame". If that was a typo let us know, but that might be part of why Teodar 23 thought your first comment was meant as an insult. @AshishVerma, sorry we didn't realize you were looking for critiques earlier but you didn't…
3D model of the Holosun Red Dot sight. I used Blender for modeling high and low poly versions of the sight then baked it in Marmoset Toolbag, finally I used Substance 3d Painter to texture the model. Polycount:11014 Vertex count:5806 CGTrader: https://www.cgtrader.com/products/holosun-510c-red-dot-sight Sketchfab:…