WE NEED YOUR HELP! We are Forged Chaos and we are developing Trials of Ascension: Exile, a "Host Your Own" multi-player fantasy sandbox game for the PC where you host your own private island, set the rules as you see fit, and invite others to share the experience. Master your profession and help build a community as a…
WE NEED YOUR HELP! We are Forged Chaos and we are developing Trials of Ascension: Exile, a "Host Your Own" multi-player fantasy sandbox game for the PC where you host your own private island, set the rules as you see fit, and invite others to share the experience. Master your profession and help build a community as a…
Well, i am in almost the same position as you. It would definetely be much easier to find a job as a 3d modeler than character art, specially if you want a job as soon as possible. But that doesn't mean it won't be hard, the competition is still tough for almost every aspect of CG. It really depends on your country, look…
Models/Topology don't look so bad, and you clearly understand the technical aspects of modeling You can work on the presentation a little, like set the wheelbarrow in a tiny scene. Imagine that thing sitting on a bit of grass with its wheel sunk into a puddle of mud for example You can definitely improve your materials…
Looking great man! Sculpts are looking nice. I think the textures look a bit procedural at this stage, maybe adding some small amount of edge detect or just roughness variation may help a bit. I think you may be loosing much of your great sculpts due to your texturing. Composition wise I think that, right now, your two…
My first thought is where are your real time pieces? Unless Ubisoft does their own internal cinematics, you're at a disadvantage. Having high poly sculpts is ok, but you need game ready meshes to show you understand the complete pipeline. How did you texture, how did you retopologize, how did you bake down the sculpt and…
Posting a quick update here. Imported my level into UE4, since it it's free now, and man it looks 10x better. PBR materials are fun to work with. Even with a basic setup they look fantastic. Anyways on to the progress and pictures. I was able to get everything set up pretty fast, and assemble the materials to work with the…
Probably a bit late at this point, but your bevels really need to come through more (if you have any at all). You've got some really noticeable "hard" edges (those artificial, 3d-looking ones) on the rear fender and cabin. I dunno if it would be possible to revisit your high poly and rebake your normals, but it's something…
looking great, really nice work. Suggestions: - His eyes aren't shinny enough. The whites are too white, use a very light flesh color instead of stark white. Don't forget to draw very subtle shadows on the eye ball to help blend it. It might be a separate piece on the UV layout but it is behind and under flaps of skin that…