Looks good but I have a few criticisms. I'm not a pro so don't believe everything I say. as far as the model goes (maybe not relevant to you, but whenever I make a texture I make sure the model is optimised) the smoothing groups are a bit odd in places (cannon, metal pipe). you're also using a normal map but you didn't do…
To answer the questions in OP though, I use Marmoset for real time and either Max MR rendering or ZBrush BPR for high resolution which came from a tutorial by Vitaly Bulgarov. Like I mentioned above, I find breaking shots down to a specific purpose per page is best with around 3 - 4 pages. Similar to what you will see for…
Haha, yea I hear ya. I've been told that by a few friends as well. I will see what I can do. If I were to give him a nice voluptuous beard, I would want to stick to the alpha plane method for the facial hair and want to avoid using modeled geo, since that would look a little more realistic, which I think is in line with…
For a beginner, this is a great start. :) You've got some very decent lighting, and a good modularity setup. But I would encourage you to work on a few key areas with your texturing. The biggest issue I'm seeing is an overuse of the triangle material, which I believe is one of the more recognizable default materials in…
Hey dude! So, technically speaking your models look great. Solid topology. I think there are two main things that are missing here for me: 1. Unfortunately, you didn't nail the main feeling of the concept. For me, that's the glowy green light coming from the tunnel, and in general the fact that it's very bright and has…
You're relying too much on the glitz and glamor of the rendering engine right now, this wouldn't look 1/10 as good in a game engine. Scale those effects down and just get a crappy standard lighting and rendering setup going and then you can really judge your textures at face value. For now I want to say your wood grain…
definitely strong work, glad to see you posting. You look like a can-do kind of artist that would be fairly valuable on a team for what needs gettin' done as for the portfolio, i refer you to the Jon Jones article that's stickied in the GD forum: http://boards.polycount.net/showflat.php?Cat=0&Number=73945&an=0&page=0#73945…
Excellent models, excellent textures, kickass showreel. From my position of vague inexperience I'd say that showreel has everything it needs, and is assembled very well. Only thing I didn't really like was when the texture flats for the environments came up, the environment model turnarounds were being cut off at the edges…
I think this is a bit of a misnomer. People talk about black backgrounds like they are a sin, but fail to understand the basic concept behind the common advice. Do not present a DARK model on a DARK background. Do not present a LIGHT model on a LIGHT background. If your model is so dark, that in the shadows it blends into…
Hello! I'm trying to learn Zbrush, and I got really inspired when I saw Romys awesome thread Pirate Castle. I learned a lot reading his workflow, and wanting to try making something myself. So I'll try to learn Zbrush and build something in the process. I'm trying to make a simple one-shot view of a dungeon throne room.…