Site is looking good; just a few things that are my own personal opinion: 1) Cut down on the number of renders for each of your environments. It's a little too much currently. Try and boil it down to at most ten of the renders that you think really show off the environment. 2) Have a flythrough and the floorplan with each…
hey hey hey I am taking it. I was being quite churlish with my other post, all jokes and stuff. To me I considered you a vet. I know your stuff from here and Tsumea, as well my housemate Tejay spoke quite highly of you (of course I hope I'm talking about the same Hazardous) So for a guy like me who's never got an industry…
If they tweak anything in Hammer, the first thing should be the displacement mapping tools push/pull system. Selecting the axis from a drop down menu and having the viewport locked is an insane way to work and not needed at all. The lack of light maps for props and static meshes is pretty lame, especially for TF2 which can…
I would either: 1. paint a high-res alpha in photoshop, and stamp it on to the plane in zbrush 2. just convert an image into a normal map using crazybump or the nvidia filter 3. polypaint the relief pattern in zbrush, mask off those areas, and zsub the remaining areas with the layer brush 4. after sketching in the relief…
The Pats aren't better than the 91 Skins? What? Thats like saying Joe Namath would be an amazing quarterback in the league today. The sport has evolved greatly since 91. Guys are faster now. Everyone in general is faster. The 91 Skins were good but comparing Tom Brady multiple mvp winner, Randy Moss and other players from…
I agree, the site design should probably go. The CSS thing took awhile to load, I almost left the page after clicking 3D/2D since nothing happened (it was preloading the images I guess). Simplicity is usually go, you don't want the site to detract from the work. Showing more wireframes/texture sheets would go a bit farther…
Day 1 I attempted to create a single part of a stone texture using reference from http://dns-art.com/ (church). I am not sure exactly how he managed to do that, they appear as if they have a sort of drop shadow I also played around with a lighting tutorial http://www.itchstudios.com/psg/art_tut.htm#light_stuff…
This is only what I've gatherd from freinds/teachers/personal experience, don't take it as gospel, because I'm kinda dumb. 1.) The cloth issue depends on the rendering engine and poly limits. If you can get away with it and that's what you want to do, sure, go for it. 2.) I believe eyes have one specular value all around.…
Yep looks like they totally snubbed 3d entries. I cant believe arsh's didnt get an honorable mention. But it looks like they snubbed 3d in general looking at the ~10/1 ratio of 2d vs. 3d honorable mentions. And the Starcraft sectio is especially light. I know my entries werent textured but I though my Goliath model was…
I'm not sure I like the chicken being brown. Zelda's chicken had always been white, it's one of their very distinct characteristic. It's feather should also be fluffy instead of sharp like that. http://media.ign.com/boards/images/icons2/zelda_Chicken.gif…