All these suggestions require a whole other bake though correct? Edit: I just remembered something also. In general, the more space I have on my UV Layout the larger I can make the UVS, which boost the quality of the texture right? It increases the texel density?
My eyes are really drawn to the harsh blacks in the rock textures. The layout feels a little cluttered, not a whole lot of good visual rest areas, perhaps? It's all very evenly distributed. Lighting feels. . .a bit fake. .. Looking pretty cool though. . .like seeing scenes like this. . .
Tyson Murphy's weapon tutorial is pretty 10/10. I'd also really recommend Tobias Koepp's stylized dungeon tutorial, it runs you through the whole pipeline and not just for assets but tileable materials and some scene layout/lighting parts too. I learned a lot from!
To help you more efficiently, it would be really good to provide some more informations. Like the UV Layout, Material Setup or how you imported the model. For the time being you could check out the following topics on the Crydev Wiki http://freesdk.crydev.net/display/SDKDOC3/Home
site layout is fine. As always, Contact and Resume should be one page. The big issue is content. It's just not there. The two finished pieces are simple, beginner pieces, and the other two are wips. Another year or so of pumping out content, and you count be somewhere. It's just too soon now.
It's looking good but give some more info for more critique. Wireframe, uv layout, texture size, renders from more sides, some close ups. You can't tell a lot from this picture it's too far away and the black background makes it hard to read properly.
Bit of a picky question, but can Riot provide us with the in game camera angle and angle of view/FOV? This will be helping with the layout of our assets inside of 3DMax and compositing later on. Thanks! ** Nevermind, anserwed my own question - The angle to use is around 55 degrees with the FOV being 40.
I wouldn't stress over a few polys, unless you've been given a budget. More important is effective UV layouts, understanding UV space, baking, and making awesome looking texture maps. In the links MiAlx posted there's info on gun poly counts... pretty good stuff.
I'd rather not see Polycount get populated with abunch of subforums. I'll agree with metalliandy and say if you want to talk level design, create an account on Mapcore. It's a great place to talk with other level designers and get your work out there for not only visual critique, but layout as well.
clean and simple site, great stuff :) If I was to be critical I'd really encourage you to remove the side logo and center the content. The logo is nice and all but really doing nothing for the site and having a detrimental effect on the content. When I loaded the page i figured the layout was broken.