I'm not as experienced as many others here, but I'll take a stab at it. I think the design looks wicked, the angles shape and silhouette are very unique, to me. Judging by the thumbnails of the textures you provided you could have used more texture space? Maybe show a UV layout to better show how you're spreading your…
So it's really apparent in these two new renders that I now had a shadow artifact issue on three of the models with it being super-obvious on the one side edge of the box with the circular black vent. It LOOKS kinda like my light-maps are hosed up and UV clusters are too close together...but I'm pretty darn sure that they…
Process #1 All started out with the plan on making an environment piece when we could showcase a character and a vehicle piece (even though you can barely see them in there, I will post links to those two amazing pieces once they are uploaded by their creators). So, after the brain storming it was decided it was going to…
I think you're on the right track. Main thing missing here is wireframes and breakdowns of your textures and UV layouts so employers can assess the technical side of things. I'd put some notes on the images too. For example, vert/tri count, texture sizes, engine used, etc. It might be in the sidebar somewhere but don't…
I wouldn't worry too much about your count as long as you're not doing anything terribly silly with your geo (Hard edges by uv seams etc). Making an efficient UV layout is also quite important so spend a decent amount of time on that. At the moment I can see you have capped a cylinder with a vertice in the centre, when you…
Love the style for crying out loud! I think the scale of your stone work is a little bit off and too uniform to me. Both the bricks and cliffs looks like they've been scaled up. The size of the individual bricks (while honking big) isn't really the issue. The size of the details like the grout and cracks is what throwing…
If your model is a ZBrush mesh, you can UV-map your lowest subdivision level in an external app, then use the Import button at that sub-d level to import the UV-mapped mesh. Personally I UV-map all my "cage" meshes before starting to ZBrush even if I'm not sure I'm going to texture it - UV-mapping a simple cage mesh takes…
Here’s a Rainbow Six Siege inspired scene that I started working on, currently a block out. The concept of Siege has been grabbing my attention more, and I thought it’d be fun to make a scene based off of it. The Z6 Baton has been put on the side for now. So, it’s based off of a image I found online, that’s a design of a…
It's been a while since I've worked on this project, but I finally came back to it and made some changes. I have made the layout way more open than the previous blockout I did. I really went through and looked at some more Ratchet and Clank images which helped quite a bit. I have added what will be a moving platform that…
Several problems with this you've posted above. 1) Wood and metal, given that only Crazybump normals are used, should share a lot of texture space. 2) Your base textures look like they came from blurry photographs, or you've chopped bits out of other images and scaled them up. 3) Even though this looks near enough a unique…