this new image looks really washed out. I think the lighting might be a little overkill, even for high noon. Also your shadow color looks very black, I'd lighten it slightly so it's not so stark on the eye. texturing looks tight, but maybe continue to adjust your specularity maps a bit more to slightly darker tones to…
Ah, emissive lights. This is your problem here. I would not use it for animation if possible. Emissive lights produces lots of fireflies and artifacts by design, and takes eons to show a clean result. It is nearly impossible to use it in an animation without flickering. I unfortunately haven't rendered with Cycles for a…
***SOME STORY SPOILERS*** Hey guys, I've been workin over at Insomniac Games for a little over a year now. Which is why I haven't had a ton of time to do as much personal work as I'd like these days. Resistance 3 is finally out now though!! Woot! So I wanted to share with all of you some of the work I was able to…
Hi guys, as you can below, I'm working on a couple of variations of the German G36 rifle with some accessories . These project is primary intended to be improvement of my skills with 3ds max 2010 (a few days left, then 2011 x64) and PhotoShop CS2. Besides the fact that I have already created a few models with Normal Maps,…
Very nice work man! The fog and palette are working really well to establish your mood, and the assets are looking good. One pretty minor compositional nitpick: the gap between the overlapping silhouettes of the big left side structure and the giant distant structure where the sky shows through is a little awkward. I'd…
Depends on the game, how close you'll get to it and if you'll see it from more then a limited angle. If it was for a typical UE3 type game and this is just behind the path, then I probably would start off with a block that has a few segments. Then do some light modeling to get the major shapes and handle the rest with…
WIP - Bakes are completed and here is the first lighting pass inside of Unreal. PS : Couldn't post much was busy, recently had a job change. Feel free to drop me some critiques, perhaps on some lighting mainly.
Hey guys, This is my first time posting 2D on polycount :) I did an illustration piece for my portfolio to get it a bit more up to date with my current level before I applied for a concept art internship and thought I'd assemble a process thing Because I was catering to that a little bit I went for a pirate setting and a…
Hey Polycounters, I'm one of the owners of Floating Axe studios. We are a small indie video game company looking to create a third person fighting game with Unreal Engine 4 for PC. The work is unpaid but it should be very good exposure and experience. I also offer to help out if you face any issues, this way if you're…
Nice work here man, props looking hella. Epic style crit: TV * Maybe having a portion of the dust wiped would help make it feel a bit more used. (also adds roughness variation) * Maybe for readability scaling up elements like the logo for instant would help, for reads further away. * If it is taped together I am assuming…