Yeah, I have a lot to learn. The response and feedback I've been getting is amazing! I'm still learning, so I don't have a definitive pipeline; but this is what I usually do: 1. Take time to decide on a topic; this is pretty important; oftentimes grandiose things like elaborate suits of armour, or dragons, are more flashy…
The layout and composition of the environment is really strong, reminds me of a really high class coffee house that you find in central cities so that is coming along really well. As for the lighting, it is highlighting specific POI areas quite well but the shadows are way too dark, therefore creating negative space. To…
I don't see any problems with it. The only drawback would be if you don't show any examples of rigs created from scratch. If you're only showing rigs that are maybe 80% created with a tool, then what skills are you selling? IMHO, if I'm hiring a technical animator, I want someone who knows the ins and outs of building and…
Aeon, I think a portfolio full of environments will show a much wider range of skills than a portfolio full of individual props (im generalising there). You can show that you know a lot about modularity which is really important for any game, showing you can make one set of, lets say wall pieces, and make them re-usable in…
If you want a quick and somewhat painless way to unwrap organic objects, could look into using UVLayout Headous? Really good program, and my go to unwrap solution for almost anything for sake of sanity as it does a really good job with its auto organic unwraps. As for the UV packing, I would have a material set for each…
Whether the asset is optimized for games or not, you simply don't need more triangles than you need. Having more triangles that aren't defining silhouette is just wasted space. Having extra resolution for a better look means adding in extra loops to avoid showing jagged edges on the silhouette (and better animations with…
I'm still very much a complete and utter newbie to all of this (I think I first glanced at Maya about 6 months ago as soon as I found out that it was free for students, and the rest has all been a bit of a blur), but I can definitely say one thing for sure, and that's that if anyone came to me and asked me where to start…
Hello, I'm looking for more freelance work! I'm in the process of waiting for some work to be released but I have a few pieces I can show from one of the projects and some personal work. These take downs were going to be used in engine but we found having the player face his attacker worked better…
Looking good! The thing that I notice straight away is that you have 4 pillars, 4 lifting arms and 4 Silo's (tube thingies on the left of the shot, I know that these are modular pieces, but It kinda bothers me that they are placed exactly opposite of each other. I do think that you can get more out of it by placing the…
Fab-Camp - I did actually create a couple of concepts before I started modelling things for UE4 :) After I gathered all references I made a couple of simple 3d sketches inside 3ds max: And eventually everything ended up me doing bsp blockout inside of UE4 to have a modular base to work on. All assets that were created so…