To me it looks like you have solid modeling and texturing skills, but your portfolio is missing decent renders. The cabin is pretty good, but there are a few places that could be improved. The first thing I noticed is that the floor looks very flat. It should have some variation to break repetition and give a bit of height…
I see in his first shot of the wireframe there isn't any horizontal cuts...but if he didn't add those in the end I don't know how he did it. This is how I would've done it. I would just add the cuts in the necessary places. Hopefully that image makes sense. It's technically 5 cylinders stacked up on-top of each other. You…
I would go through the wiki section first. http://wiki.polycount.com/CategoryPortfolio Stick with a more plain website. The website itself (scripting including) should be basic. It took a little while for the image to pop up after clicking on it. Slow loading pages should be avoided. Also with all of your pieces you should…
Yup, end result is gunna be a FPS game res model with normal maps baked onto it I tried rounding out the base of the barrel where you can see the wireframe is a bit jagged, didn't really work though. I'm thinking I might be able to make it show with more edge loops down the length of the barrel? To have more verts to push…
Wow. That looks great! The only thing I have to say is, those branches on the tree seem way too low. I don't see why there would be branches that low on that kind of tree. Put them up higher, and perhaps add some leaves to the tree? Unless you're going for the dead tree. But in your wireframe pic, there are planes on the…
thanks! yes, this was a lot of curved paneled surfaces. it was one of the reasons I chose to model it. weird rendering issues just popped up in the viewport but I'll post a proper breakdown at the end. while it was nice to get serious practice at fundamental sds, studies quickly proved how slow and destructive it is. Not…
First thing that bothered me, the images are too wide to fit in one window for me. Sitting at 1680x1050 resolution, and I have to scroll left to fit the whole image. Not much, but still cutting off some of the edge of the images. Second thing, the Beholder's eyes all seem very dull; virtually no highlights. It could be…
Creative layering of individually inexpensive detail, good normal maps and shader trickery. I figured out that you can tile an individual colour channel in Unreal 4 for essentially free by instancing the texture sampler and multiplying the UVcoords only on that instance, passing a single channel through. That's basically…
*Heaves thread out of the earth* Cheers Nikolas3D and SladeDigital! :) @Prime8 I see what you mean, but the crude wraps are to keep with the theme of other bloodborne weapons that have them, leather would probably make more sense. Im back from my retoplogy/uv/baking hibernation! These pics are just blank albedos (except…
Thanks @woot I'll scale it out today. As for the shading on the grip and stock I've striped edge loops and connected the edge that used that by making a triangle. You'll see this in the wireframe on scetchfab. This creates a slight shading issue but it won't be visible when its textured with normals and spec Any other note…