pior, I looked at a bunch of pipes which I swore were static, but on closer inspection they had the most subtle environment map that barely moved based on camera angle. Also some of this baked spec could be just baked lighitng, like the highlight on a lambert shader when you bake directional light on to it. I'll take a…
Voting with your feet. If you don't like it, then leave. Those are conservative views, not liberal, hope that helps. It presupposes that a person can leave at any time and no outside factors could come into play which is demonstrably false. You're making it sound like the boss asked him to make stylized characters when he…
This good stuff ! Some of what I have to say has already been said but I'll say it again anyways :p First off, that floor is too strong visually, my eyes keep getting pulled to it because of the brightness. I think you should go with a surface that doesn't emit light, it just takes attention away from the model, which is…
Unity asset store is a viable option. It's definitely not a lottery in any case though, you just need to approach it properly and substantially. I.e, not just publishing random assets randomly, but coming up with a business plan and thinking through your approach properly. What do developers want when they turn to stock…
I think your portfolio is good in terms of skill but needs more 3D modelling work. -Is the trend in the industry going toward separate roles for modeling and texturing or is being equally good at both still pretty much a requirement? Both I say. Texture artist roles are rare and usually in big/AAA companies which probably…
Ok, update. Tried making the rust more colorful and tightened up its edges with a histogram filter. Think it really helps define the look. Ran into a little problem with the rust though. The blade of the sword was a solid 1 of full metal, and the rust on top was a full 0 for non metal. Problem with that is the rust gets…
First impressions I always found the most helpful so here are mine: Cyber Caterpillar - wtf am I looking at, honestly didn't know what it was without the title, textures looks dull and the model is really low rez without statement if it's done for mobile etc, also you toss is a concept credit but no link to the concept so…
Bloom in games isn't really based on any sort of physical or optical camera effect. It's a simple post process that works by creating a copy of the rendered frame, blurring it, and then adding it back on top (usually resulting in bright areas becoming brighter). Pior's example image is using a diffraction filter which…
Your latest stuff is definitely trending in the right direction. Some feedback: Typewriter: - I wouldn't include this at all in your portfolio, tbh. Especially since your latest two pieces (Appraisers and your Artstation Challenge) show a noticeable step up in quality. - The solid white background is pretty harsh on the…
Well I'm not 100% sure I'm right when it comes to a PBR workflow, but I believe the whole idea behind it isn't necessarily whether it's PBR itself, but how the artist creates their materials. IE technically a color map for a PBR material would have little-to no lighting information in it if it was going for realism. That…