PyrZern, This is your work and you should always keep in mind that critique are always subjective. As this is your personnal work you are free to experiment, apply some critic but also reject some critic or disagree with it. It's the same for everyone, I still do get a lot of crits on my work, sometimes I agree and I apply…
Your normal map looks wrong because you have too many hard edges/smoothing groups, and you have't split your uv islands up at the hard edges (this is required to get a clean normal map). Easiest fix is to simply reduce the number of hard edges that you're using and rebake. The shading doesn't need to look perfect without…
If you want to stay in Greece and do animation, you will basically have a few ad companies in Athens that require animators, but they have very low salaries, maybe a small mobile / browser game team here and there with even lower salaries. If you don't necessarily want to stay in Greece, my advice is to look at demo reels…
Select the lowpoly model and use: Get > Property > Tangent Get > Property > Binormal The viewport shaders will request these properties later, but they wont be in the list of available dropdown options unless you manually added them. To average the normals, find the model in the explorer and open its Geometry Approximation…
In max you can apply a tangent space normal map, and bake it onto a new uv set. Though this will "bake in" any smoothing errors etc that you would get from say, loading an xnormal baked map and applying it in max. So probably not a good idea unless your source content is baked in max. You can bake it as a diffuse map from…
Hey there. Your reel should be around 1 - 2 minutes in length, no longer. It should consist of your absolute best animation work. Your chances of landing a job depends on the studio's you're applying for. Your chances increase significantly if you send your reel to a lot of different studios. Send them to places where you…
hi all thx for you 4 the wire Before the ZB Well with the same pose I have to rectify some problems of proportion seen that the head a little bit big I also have touch the nose to add some details and under my 2D editor (photompact ) I had to retouch the face, under the same theme of the SAD MIME to make the (sink) so that…
Dang I missed these updates. The wireframe is very clean and neat and looks like it will animate well! Likewise the textures are also well done. There are a lot of really good things in the model. It looks like you know where everything is supposed to go. I think proportions and stance could help the character further. Its…
@artizan - I think the stock needs to be more saturated and darker; a richer color. There's also some nice dented detail in the wood following the grains that's non existent in your texture. It should also be quite a bit more shiny based on references I found. Also here's a reference of an MG 42 that was made for Far Cry…
I'm having a little bit of trouble with creating believable moss, however I managed to create a more improved rock texture. I painted the texture on but wasn't happy with the the way my moss turned out. I'm going to look into creating realistic Moss substances, so I can paint that onto the rock itself. I am debating…