Hello again! Here is part 1 of the environment. This part was created by me, the other environment done by my team mates will follow a bit later. Anyways, let's get to the images: As always I would love to hear your feedback! Next up will be Characters. Stay tuned for a couple more days!
Cheers for all the positive feedback guys, I really killed myself this weekend to get this thing finished and I really appreciate the encouragement. Big thanks go to the guys in the Polycount Hangouts for being generally awesome and keeping my company on my 22+ hour days this weekend. @Stromberg- Thanks for the feedback…
Agreed, especially regarding the bedroom and the professor layton piece looking great. The only thing that stood out negatively to me immediately was the UV layout of the market stand. There doesn't seem to be a good reason to have the tabletops/shelves rotated at 45 degrees and have the edges stick out that way, only to…
@n4uj I know this is literally like 3 years later, but are you talking about this thread from RealtimeVFX? https://realtimevfx.com/t/jordanov-sketch-17-wip/6207/6 I hate to necro, but it's crazy cause I remember the exact thread with Simon S you're talking about XD
It's looking a bit weird, mate. I think the problem is that you tried doing every little bit at once. You should always start by nailing down the largest most obvious shapes. The details such as finger grooves, trigger and trigger housing can wait for later. Also your trigger is very thin
#200 Reference and Tutorial files shall be out of date. Especial when it comes to rigging and is referring to the location of such said function doesnt exist in later version of max after the tutorial was written for. Leaving you confused on why the rig isn't working like the complete rigged file that Discreet provides as…
this was posted on Newsarama and most of it seems relevant to us too. ONE STEP: PORTFOLIO HORROR by Jim Zubkavich This bi-weekly column is meant to give advice from me and eventually other people in the industry about how to break in as an artist. This will include tricks for the formal submission routes as well as a bunch…
Hey everyone, I'm back on track! B) First of all sorry for the late response, I've been quite busy lately... Well, it probably won't have mesh input or any kind of physics, but these are definitely some great suggestions that I've got to keep in mind for future possible upgrades! Let me tell a little story about how I came…
@dimfist: Thanks man. I hate to ask, but is there a difference from using smoothing groups to the mesh smooth modifier? What I usually do is throw a meshsmooth on top of my stack and turn it on and off while blocking out my work to see how it looks. Will post more crits and WIPs later.
I'm waiting for Eld to post. Unions and games development are crazy. I, being a rookie, asked an acquaintance of mine about what union a graphic artist should join. He literally just left the conversation and ignored me for a week. Later found out that he just straight up hated unions.