Hello sponge. - First off, nice work with the guns. - In terms of art style, I would pick one you're both comfortable doing and good with. If you have different art styles amongst the pieces, and you apply to a company. Example: You apply to a Call of Duty studio, but you have alien aircraft/characters in your portfolio.…
Welcome! You've got some really great enviro props! The textures are really well done. Crits: - The wolf is pretty bad, I would take it out or burry it really far down the list but not put it at the top. The overall shape looks like you modeled it from what you "think" wolves look like instead of what they actually look…
Hey everyone! Welcome to the 90th edition of the Bi-Monthly Environment Art Challenge for the months of May and June! This challenge is a way for real-time 3D artists to test their skills and create a piece of work based on concepts provided. It's open to those of all skill levels and we do our best to provide meaningful…
xNormal with compute binormal unchecked but checking it in painter seemed to make the normals display the same. I also tried rebaking after doing the previous mentioned with it checked in xNormal but no difference in results there. Most likely becausethis prop has a lot of split smoothing groups in comparison to the other…
This just shows how valuable critiques truly are. I completely overlooked the proportions for the tool box in relation to the keypad. Wow! I probably would have went my whole life, maybe remembering this tool box, and never realizing my mistakes. Definitely awesome feedback and I will take all of this with me as I work…
Based on a bit of the feedback I've been receiving, I overhauled the lighting and sized down the table. As for my process, I worked in 3DS max and maya to create all the wall/door modules and props. The architecture was textured with tileables I made in photoshop and substance designer. I heavily drew on google maps…
@X-One: Thanks. And the lighting in the scenes are one of the reasons I removed 2 of them. It's all light baked crap I've done at work, but they're the only complete scenes I've done. So I'm left with props I've done at work that are of any quality at all. (I don't work at a game studio, so most things I do are behind the…
Like others have said I would focus on smaller scale props and try to get them to match the quality of a place you want to work at. Once you get to that point you can assemble a scene around them. but making several environments before you are at the level you need to be for the place you want to work at would be way more…
Take into account how close you will be able to get to an object in game, and what the platform will be. I recently had to re-do a boatload of textures because when we got our 360 dev kit hooked up to some high def TVs, and the textures just looked like pixelated garbage. For example: If you have a non-tiling 256 covering…
Barrel Is Key (crap didnt I teach you anything?) hmm il take a trip up to PSQ soon! My advise would be to look at the companies you are most interested in. Then what do you want to do? props, characters? lets say its props and you want to get into a Swedish companies. Most companies in Sweden are making realistic looking…