Even for rendering work (and we do a ton of photorealistic rendering here) it's still just guesswork in the end. There are tools that scan roughness accurately. But each renderer uses different value ranges. So it's in the end up to the artist to develop basic guidelines via experience. Basically, you take a grungemap…
This is wonderful :O I really like the little details like the butterflies haha... really brings out life in this and the things like how the chains aren't direct duplicates and some have one or two chains missing... very nice attention to the smaller details haha. One question I have is whether the platform itself is…
Hey Grimwolf, Thanks for your Critique! You are saying that it looks more like a engine, then a crate. Well thats pretty good that you are telling me this. Because it is actually some kind of "Ship Repair Tool" which replaces the old damaged with the new one and gives the Space Ship new Energy :) But because im planing to…
Hey Odin! Its good to hear from you again! Hope things have been going decent since we met at USC a couple years back for Core. I am confused why no one's picked you up for game work yet. I guess to play as that guys who says "You're missing this" a couple things that may help for portfolio range: - Shader Work (Node based…
The hair is missing a little bit of specular. I think that even damaged hair has a little bit of specular, while healthy hair can be quite glossy. The random strands are too evenly random. <- that doesn't make much sense but it's a bit like the random strands are not naturally random, they are computer random. I think what…
My favorite angle is the second shot in your last update. I like the overall atmosphere and concept, but the rocks still need some improvement IMO. You could place some seaweed on them and sand to make them look more grounded. While the ship textures look pretty good to me from the screenshots provided, it doesn't really…
Whatever the means, I can't wait until I can get tired playing an action/adventure game, from running about and swinging medieval weapons. There's something satisfying about getting a good workout, and would make walking around nicer. Strap into some sort of floating mech rig or something, which follows and resists your…
I've set the swamp on ice for the moment. I'll guess I'll revisit it later. Instead I'm working on two smaller scenes atm. A small isometric one where all assets are sharing one texturemap (I guess I'll go for 1024² for the finale, atm it's 2048²) (excluding the ground textures). I'll add some flowers and maybe do another…
Second is my first approach to learning Mudbox. Since I am out of school I can use 3DSMax once again. How I miss Max. But besides that the model is The Old Damaged Pillar Model from Eat 3D. http://eat3d.com/pillar Loved this tut it got my feet wet. Realized there is a heck of a lot to learn about 3D Sculpting and Modeling…
*You'd have played the later chapters more recently. But my point is that when a very short game is still taking a significant amount of time to develop, would you really be happy to wait 4~ months (random figure) to get the next 30 minute installment? That to me seems wayyy too fragmented. I think the idea of "episodic"…