Alright, two more tests. First is a life size ... red human skull piggybank. Scribbled with chalk to help the calibration. It worked, but still, lumps and spikes everywhere : Then I thought I could try the worse possible scenario and see what happens. Thats the most complex shape I could, with very fine texture detail. I…
hmmm... have you thought about getting a dropbox. I'm not a big fan of waiting for downloads. Without looking at the file yet (still waiting for the link to activate...) have you checked out Allen McKay's tutorials? There are two that I can think of that cover particle based smoke.…
$3000? I think you would do yourself a favor by cutting your budget to the $1500-1800 range, seeing what you can pack in there at that price, because you'll likely cut a good deal of stuff you didn't actually need in the first place. It never pays off to go with ultra-high end stuff, the price curve is just too steep. You…
Haha Priske, wtf?! Anway: Cool stuff. Overall I like it but theres just some things that annoy me. Your shading is holding this up imo. The hand looks weird(it might just be the angle, if so you should change the angle imo) also, I love sss as much as the next guy, but I think there might be too much of it going on here.…
Umm, "game developer" is not the same thing as "3d artist"... If we're talking art for games, then I'd say the following: * A good 3d character artist should have modelled, unwrapped and textured a full character. Depending on the style and requirements, highpoly should be done too. Rigging and posing would be a plus.…
Post images of each material on a Large plane. Its hard to judge something on base primitives. Pump up the height map (or put one on) will make your materials look better overall. (Normal to height converter, add a new output and set that to height.) Asphalt: Hard to judge at the moment, looks more like a concrete or odd…
~ Thanks for opening up the discussion. I haven't completed mine yet, but it's honestly no big deal. I think the deadline time was fair, and the fact there was no extension is exactly how it should be too. I've learned my lesson now, and realise that some comps CAN be run very professionally, and my time management was…
Thanks Lloydyy89! Thanks for the feedback Heather! Perhaps I'll make a revision soon...Sometimes it looks almost like it's glowing, so it makes sense that the spec map could the issue. And yeah, will definitely spruce up my presentation from now on, haha In regards to tutorials, I sort of switched between these two: [ame="…
Thanks for all the comments and tips everyone @Ben Apuna: Oh so that's why you said that, I'm going that route for sure, thanks @Mistry: Have to love all the textures from those areas, and the shacks! Beautiful. @paulsvoboda: Im jealous. I def would like to go there, India in general, Sri Lanka too for that matter. Update!…
alifarsangi - thanks man, that really helps. Wow, I thought my current leveldesign would last about 3 minuites, so thats cool. it's actually not really a texture, but more of a solid color. I'm thinking of adding some environment art, but a tiling ground texture would not be a part of it. Simply because it would either be…