OK here's my one shot of genuine critique for this scene. The PS1 jiggle shader looks nice. But your missing some of the techniques low poly artists used to really get the most out of their hardware. Here's what I think people are missing from your work! 1. Fog. Check out any n64/PS1 game. Harsh fog meant you only have to…
I'm copying my blog post here, cause I'm a lazy bastard. Words cant describe how excited I am for The Elder Scrolls: Skyrim, the next installment in one of my favorite game series. So to stifle some of this excitement until the November release date, I decided to work on a little Skyrim inspired scene for my portfolio. I…
Hello, I am currently in the process of building a cinematic, armchair documentary channel inspired by creators such as Thinker, Fern and Cipher. My aim is to blend true crime, history and cinematics through semi realistic 3D recreations of environments, animated characters and vehicles. I'm looking for a long-term 3D…
I'll give you some crits on your work though. First of all, you need texture sheets, good wireframes (not screen grabs), proper normal map bakes, and the work needs to be displayed and built for a game engine. All of your stuff now is just renders of unoptimized geometry. Goggles: Not a whole lot of value in an environment…
I think you'd benefit greatly from cutting the fat. Choose only your strongest stuff. I know it's hard because we grow attached to certain pieces or want to indicate we've done a certain style/technique, but it's not always portfolio quality. I fall into this trap a lot. I would axe the miscellaneous stuff completely. I…
Your two environments are really top notch. Really like them both quite a lot. For your cellar envio though I feel it still needs a little bit more of a splash of color. I know you added the green there but it seems to blend with all the other cool colors too much. Even the lights are a pretty cool warm color. Its a wine…
Decals of this nature seems like ~30 minutes of fiddling in PS with a couple custom brushes (that you could probably make from scratch pretty quickly), that will net you some brushes you can use forever into the future, and easy high-res source files to tweak as needed. AI is good at what it's seen a lot of. Examples…
Hello guys, I have an issue with my scene in Marmoset Toolbag. I placed few point lights around my candles and when i turn my camera, i see weirds artefacts popping in somes angles. I tried to change the lights settings but nothing change. I don't know where this issue came from. Do you have any ideas ? Thanks for your…
Night scenes in 3D can be tricky, because it typically doesn't work to have a game or film behave the way it would in real life, instead of looking at realistic lighting (still good to use for reference; but make a decision for your jumping off point); look at other games with night scenes, and Hollywood sets from…