Seavannah You can use any software to create your character. As stated in the rules, the edge flow and UV layout are part of what the jury will look at. Your asset needs to be useable/posable so the wireframe should reflect that. Only texture maps are available so if you're textturing inside ZBrush via polypaint and…
You've got some good stuff there - I like your animation reel, the movement is pretty fluid and has a nice bounciness to it. I'm not an animator myself, but I can usually tell poor animation, and yours isn't that :) One thing about the mixed cut anim reel, the troll jumping down right at the start after the Think Tank logo…
Got slightly interrupted this week as I had to do some layout print in-design stuff for an agency and took a bit of a break this week playing the xcom expansion (damn you addicting video games, damn youu) Anyways back to doing what I love. Converted the steak drawing into more of a texture map and modeled it out. I threw…
Here's what I think is happening: http://udn.epicgames.com/Three/LightMapUnwrapping.html#Contiguous%20UVs%20and%20Padding "Padding between UV charts is necessary to prevent bleeding artifacts. Padding around the edges of the lightmap UV layout, however, is not necessary as Lightmass automatically pads by one texel to…
I like the site layout and navigation - very easy and simple. I'd drop the pink tree, or rework it - it doesn't stand up well next to the palm tree. As Zac said, the bed looks a little sharp, but I like the cutting board. Just because it's not a 'hero' piece doesn't mean it's not interesting. I like the wood grain texture…
Hard to say, I think the industry is going more maya heavy, when I picked maya up last month I have started to see what's so favourable about it. Stuff like the proxy crease tool, the way you can keep stuff on the grid for UDK, and the viewport rendering makes me think maya can be more efficient than max, but then it…
The paintover is also useful to help identify modular pieces and texture sets as well, which is important to the process of creating environments. This is my general process (keep in mind I'm still a noob at this) - Block out, asset/texture list and test scale ( I work in Modo and export to UDK) - Texture and model main…
Actually I do both at once, I set my hard edges and my uv splits (at least in my head) while doing the UV layout. I find the two so dependent on each other that its the most logical way to go about it. I lay everything out, but before doing the final packing I will do test bakes to make sure my shading works well, and…
Here is a video of the game so far. I would like to re-iterate that virtually everything at this point is composed of placeholder assets, meaning the characters, landscape, and animations, and other models. This video's goal is to demonstrate a working prototype in which the player, after having advanced to "new game" from…
Personally I am not a fan of blogspot/template portfolios, I think it lacks that little bit of professionalism and design work that should go into it. I would consider buying a basic web hosting setup, or if you use somebody's excising account if they have some free space left. Having your own URL with your own personal…