not to shabby, some nice work for a first time around. Crits: - The lower right corner isn't making sense, the blur that is. Something funky is going on with your depth pass? - Normally when you DOF something the key object should be easily discernible, now it might be for you because you labored over it, but to me I can't…
Since your input is very helpful I guess I could share some info about the bigger picture. I'm making a modular environment for a game and even though the final result will be just a video demo of the gameplay, as a practice for me, I'm trying to keep the materials of the scene as low as possible. I used 2 tileables and 2…
Hi James. This is currently being rendered in Arnold for Maya. I haven't done any development in Unreal yet, so parallax occlusion wasn't something I'd heard of. It sounds similar to a displacement map, but in Maya it tends to have an impact on render times and requires fairly dense geometry to work properly.. I do plan to…
Hey! Good job on this scene. Here's some crit; - Cracks on tiles should not continue from one crack to another. Look into the Flood Fill node, as well as Vector Warp node. - It's kind of weird that the grass is coming through the tile floor, but there are no holes or cracks in the tile floor. Also, the material definition…
This is a decent start! The thing that jumps out to me is that those gold bits on the pillars need a metalness map! It's a simple change that would immediately add to the scene. One of the big things about Ryse is that the whole game is kind of a tech demo, and one of the big things it shows off are PBR textures, including…
Program Knowledge 3ds max (or) maya Photoshop Unity (or) UE4 Zbrush Bonus: Substance Designer (Tiling Environment textures) Substance Painter World Machine Here is the gist, you will most likely run into of these two studios or a bit of a mix that is why this is hard at times: Studio A: Build modular architecture pieces…
Your corridor scene is interesting,nice choice of design but this is way to desaturatted. I can understand that you wanted to achieve this kind of look maybe, but this is way to (generic) if I can say so. There is nothing appealing. Maybe adjusting your tone and add a tad bit of color would help defining the scene. Also…
You can get away with way more than 16k polys, it of course depends on your hardware target. You can easily use around 100k polys for your LOD0 and just create aggresive LODs. Might even get you better performance due to low overdraw. You can even go to one leaf card/leaf, i tested a tree around 2,5million tris, it worked…
If I were in your situation, I would give myself a small scene to do that I would work on for 1 to 3 months where I would push my damn hardest to reach the highest quality that I can possibly reach. 1 to 3 months is shorter than a year, but long enough to produce a quality scene if you apply yourself properly. I would use…
What are you having to pay for to support your portfolio? artstation is free. educational license of max/maya is free. if you save up substance painter is a one time purchase. photoshop is what $15 a month? with plenty of free alternatives you could use instead. I doubt the bank would consider giving you a loan for you to…