Hey all! Sorry for jumping into this challenge so late, I'm a new user to Poly Count and wanted to give it a go! I mostly specialize in modeling, so for this challenge, I chose to create the potion bottle. I normally don't create stylized work, so this is going to be a challenge for me indeed! I started out in Maya to do…
Heyo, cool stuff! Here's some thoughts; - Don't make a reel; use artstation and post stills, unless you're going for character art. - Your witch isn't good enough to land you a job as a character artist, I would take this out of your portfolio, - Sushi scene is cool! Love the texturing and lighting. Some of your ice isn't…
Ok, I think I'm pretty much finished. I just have to finish putting together colse-ups and breakdowns, but I have some decisions to make on what to show/not show for wireframes and appropriate tri counts. (More on that below) Here are the final screen-shots from UE4. I decided to add some extra movable lights for each…
If you have the option to add a gloss map, that'll really help you add some material definition. But as it stands, I'd make the two colors in the grip different materials, like plastic and rubber. It may not be exactly what the reference has but it will be more visually interesting. Also, I think there's too much noise in…
Hey Chris! Glad to see you joining Polycount. It's cool seeing the stuff you have shown since you started at AI. Aside from what was mentioned, there's a few minor things I noticed that I've come across in the past. On the first toolbox picture, the bolt on the top by the handle is bit shiny, it might be the Specular Color…
LC - while I totally understand where you are going with this (examining existing models is by all means a great way to learn about the technicalities of game art), I think the elephant in the room is that one would expect a Uni teaching game art to already have access to such content to begin with. If I am not mistaken…
Group specific pieces next to each other. The textured lowpoly Hussar and wireframe shots should appear right after the zbrush sculpt of the Hussar instead of halfway down the page. Same thing with the Raptor. Speaking of the raptor, does it have a specular texture at all? It appears that it is just using a specular…
thanks, chrisradsby. it all started from the 'joan of arc' tutorial on the web *i would recommend this to any beginners like me out there to try. i havn't tried other methods (maybe there are better out there?) but this one works for me :) I spent lots of spare time looking at others models and wireframes on forums such as…
I was thinking something along the lines of Shadowgun for android (possibly ios, i'm not sure). Unity 3.5 has some pretty awesome rendering capabilities for mobile games with lightmapping, occlusion culling and the new addition of light probes. I've actually just found ben mathis' portfolio and seeing the topology of his…
I don't know what the art style is that they're asking for but as far as looking like an aged keg I think you got it down. Nice distribution of grunge in believable places, especially where it builds up between the grain and against the metal rings. Without a concept reference it will be hard to say how close you're…