Hey hannes, I'm going to be honest with you. You have some really nice things on your website, but also some really bad things. So lets see if we cant cut away all the bad fat and leave you with just the gems in your folio to help you snag an internship/future job. Brutally honest, you need to cut EVERYTHING out of your…
It's a bit better, kinda just not my style I think, but a fair bit more acceptable in general now. :) I wrote up a really long reply and lost it, I'm sorry. Blunt Bullet Points instead. Hope you don't mind. 1. Epicanthic folds Seiko's eyes are weird-- they slant upwards at the outer corners, but they appear to have…
Its worth going back and redoing but before that I would practice rendering on a smaller scale they materials you are looking for in the style you want. If you rendered a few shapes in the way the Iron Man you posted was, you would alleviate the pressure of trying to do a full character at once while building up a process.…
The first thing I noticed about your M4 (and actually most of your props and weapons you have on your portfolio) is how bland the lighting setup is. It looks like a single omni with materials that have a very low specular. Have you tried out xoliul's viewport shader yet? It allows you to use many common engine shader…
Work in progress of my beauty shot for my folio.... not done yet, but its 2:30am and im tired. for my final beauty shot im just going to paint her hair heh. The gun and sword models are not Replicas from the game I know lol - Thanks to Haikai for letting me borrow his Desert Eagles!! I forgot to mention, shes ranges from…
? The thing is that the specular intensity or the metalness (not 100% sure dont have ue4) is exactly changing the fresnel refraction index. In marmoset, if intensity is on full, you have a fully reflective surface, and turning it down is effectively using a lower refraction index, or well has the exact visual…
Alright,ill crit based on what i saw. First piece that has alot of missed potential is the gate. For starters,why on earth did you unwrap it on in such a distorted fashion? I think it was a mistake to try to squeeze everything in the scene. Secondly the z brush work looks nice for the most part but your gate feels a little…
Ah thanks! Yeah I think I agree - my thought process was that there's already a lot of noise, and that I wanted to preserve some flatness, but I think I held back on it way too much. Maybe for next time I'll go for a painted dirt mask, so I can have the best of both worlds.
@Kanni3d Yeah Blender has "flat shading" and "smooth shading" its kinda hokie an i don't think it actually changes anything because for example when I export to zbrush the smooth shading vanishes. So I just use it on certain parts to get an idea of what it might end up looking like. If you'd like I could shade everything…
Great Job man, your high poly work is especially good! My main crit would be I feel that your lighting isn't doing your model and textures justice. It looks very flat to me, and its almost as if your normals are hardly being taken advantage of. In other words, you could practically get the exact same effect if it were…