I'm a character designer and illustrator with a master's degree in illustration. I have mainly worked in advertising, like Optic Digital’s England Economical Development in History. I also have experience in concept design, working on projects like Battle Shoot and card games such as Maxon’s Heroes of the Legend and…
Hey Sakurasou2270, I think you still have to decide upon a narrative/purpose for your corridor, simply adding stairs won't make it that much interesting. Is this a hospital's hallway, a cinema's walkway or an abandoned hotel lobby? Do you want a horror atmosphere or some bright architectural visualization? In what time…
With the cord, a lot depends on how the object will be used and what the polygon budget is. Decide if it needs to be animated or static, set a polygon budget and develop the cord from there. If it's an animated prop then the whole cord might have to be modeled on the low poly. This could be done with 3-8 segment cross…
The Sunset Overdrive method looks good, but it seems to be purely for environments and my focus is on props (many different angles). It's just this dilemma I face everytime I make something. For example: I have this space ship and I already made the most important parts beveled, and I see this engine exhaust and I think -…
Spacedraw-28-ShadowGun Shadow Gun is probably the closest to a console quality you can get on Android. Unity3D engine rocks and graphists/coders who worked on this title are definitely not freshly out of school. I'm currently working on this scene and will finish it ASAP. I model the props in High Poly, unwrap them,…
Hey guys, took a break from my scene to work with some props. Critique and comments welcome! Next step, export to scene! And a chaotic wireframe shot. It's bad, I know xD I plan to have another sheet where I pick some props to show with their wires next to them: Textures - there's a big gaping 256 that I don't know what to…
Your environments look great. May I ask what studios you'll be applying to? A suggestion I'd give you is to remove the low poly section under 'Props and Assets'. Employers want to see completed work, not 'coming soon' work. You also want your portfolio to be professional looking, and removing that will make it look better.…
Keep on truckin! Barrel: The black parts look like oil. I'd suggest working on the roughness of that, because I'm not sure what it's meant to be. Is it metal? The wood texture looks fine if the prop hasn't aged. Cone: If this is low poly I'm not sure if there'd be anything wrong with the modeling on this. However, with…
@PyrZern Depends I guess - I think the technical term is "texel density". The UE4 guidelines suggest 1 tile for every metre. Personally for this project I am not going over 2048px... But what I will do is overlay tiling textures in UE4, so when you are close it hides pixillation and adds detail. There's 4 main texture…
Pretty cool stuff, very fancy demoreel. I like the texturesheets, really nice work on them. The head looks really cool but I wouldn't call it game-rez when you have a 4096x4096 texture on it, 3500 tris is good. The presentation was awesome, it didn't look like a game-prop at all: which is also a problem. It kind-of feels…