The Order: 1886 is pretty next gen I would say...check out some of the wires in these shots(scroll down)...should give you a good idea where the the mesh density is https://www.artstation.com/artist/nestorcarpintero https://www.artstation.com/artist/bobbyjrice
Hi badger5, If you do start fresh- I think you should start small first in order to build up a good foundation then move onto something ambitious like a large environment or maybe a medium size one, this is once you are comfortable to do so. I think something similar to Scott Homer's recent project-…
Every company is going to want something different. It's hard to answer what should be used to render and so forth without a company or two in mind. Maybe you don't want to work on Ratchet and Clank, but if your stuff looks like it, see what they use, or similar companies. A portfolio is all about showing the person that…
Been a busy year so far! I dedicated this past month of winter to redoing the Gustav completely. Came across an awesome thread of reference that really helped push the detail on this piece compared to to what it was before. :smiley:…
Look at this thread: http://polycount.com/discussion/187512/recently-hired-in-aaa-show-us-your-portfolio Even if none of the art from Nintendo, SEGA etc don't officially exist on Artstation, why not be the first to do it? You don't have to wait on these companies to tell you what to do. Be the first to take iniatiave and…
Since you have the roughness and such packed, you should set compression to TC_Masks instead of TC_Greyscale. As far as matching the 3do render, it looks like you might have a lot detail on a specularity texture in 3do that's not showing up in Unreal. If you want to have some variance in the specular color in Unreal, you…
Did abit more tonight, got some lights and the door to do tomorrow, ill throw in a few more screencaps this time. Image - compressed for Polycount (36KB) Image - compressed for Polycount (51KB) Additional screencaps Image - compressed for Polycount (58KB) Image - compressed for Polycount (90KB) Image - compressed for…
Thanks, Allmighty_thunder and SSquir33! The first renders I did were Maya screenshots with a single point light. I don't think I'll show off models that way again since it really flattens everything. In this render, I increased the intensity of the specular channel on the bear. I also rendered it this time in the Marmoset…