This shows some amazing skill and attention to detail but like what s33th and modern said, you're focusing way too much on the small details that probably wont show up in the low poly bake. Its nice you want to push your modeling skills but you should push your design skills and really pick and choose what are the most…
As far as finding work, you need to be on every forum site and update regularly. I've gotten work from Polycount, Unreal, Unity, as well as other contacts I've made from Twitter. However, I've also freelanced for some really terrible rates. Sometimes you gotta pay the bills even if that's all you can pay for. The other…
A lot of the wear is still very random. There shouldn't just be blotches of stuff in the middle of flat surfaces. It's also very noisy, you have a ton of high frequency noise that makes it look like textured plastic. Get rid of it. The rubber back part of the grip looks like tree bark. Your white scrapes are also…
sounds good assuming that this weight-pulling isn't just linked to 'time spent sitting on office chair' but much rather 'results'! my overall experience with project managers suggests they'd be leaning towards the former as a guide tho, especially in larger teams where the individual contribution might not be visible…
his shoulders seem a little weak for the rest of the body. also, the top of his pectorals look like they could come out a bit, they're kind of deflated. your forearm/wrists are obviously something you need to careful with, because this looks like an artistic decision to me. whenever you do something like that though, it's…
Possible, yes. Necessary, no. You don't NEED a separate UV channel for bark vs. foliage, because they don't share the same polygons. You only need multiple UV channels if you need two different UV layouts for the same set of polygons. Anyhow I hear UDK needs the 2nd UV for light mapping. Right. I would suggest just using…
Ha, cool looking pretty solid so far =) The concept isn't really keeping with the era they're portraying in TF2, Americana 1920's-1960's. Its a cool concept and the model is coming along nicely, but its a bit too sci-fi/modern for TF2. Crits: The heavy has gorilla arms and hands like hams. It's going to be hard to…
I had this issue before. You may want to export out as a collada file. (.dae). What i would try tho, is baking in every keyframe and export that. The other thing you need to keep in mind is that you should have two rigs. A shadow rig and a deformation rig. Bake the keyframes to the deformation rig. I was able to export…
This is great work. Progressing nicely. There are two crits I can make: I think the sunglasses are far too boxy and flat for this particular model. They are a sharp contrast to the curvy shapes of the figure. With the original Q3 visors, I always assumed their shape was due to the low polycounts used at the time. But you…
In terms of amount played? Rock Band 2 hands down :P (DLC FTW) otherwise: MGS4 (amazing) Patapon Left 4 Dead Castlevania: Order of Ecclesia Gears of War 2 honorable: Castle Crashers (if only they had released the fucking patch EVER) Smash Brothers Brawl Fallout 3 is great so far but I really haven't put enough time it in…