I think you're trying to get too much done at once, take your time, but more importantly go easy on the strength of the brush and don't use soft edge brushes all the time unless its for something like gradients. Grab a hard edge brush and zoom in (no really zoom in) for this example i'll just fiddle with the belt, its 3:30…
Cool a couple texturing questions. I started with designing the highpoly then bake the info down, with the texturing I used photoshop and I broke it down into three sections the dark brown, silver, and when applicable the yellow tubing. I spent a few weeks doing several different texturing approaches until I found the one…
Alright, so two things: A. This is the bare min. amount of geometry you can add to fix the issue. There is still a slight amount of waviness here, but really it shouldn't ever be a problem. B. You can actually do a lot with your highpoly mesh to help the issue too. For this section of your mesh, there really isn't any…
First off, metalness doesn't always have to be 0 or 1, but it generally would be. Most materials are either metal or they are not. Very few materials are partially metal in reality, and materials like rust/oxidization are not metal anymore (simply used to be metal). However, it can make sense to have some gray values in…
Valdis, gotta say it's a pretty impressive reel--especially from someone just trying to get in doing this work! Lee brought up a lot of good points above here, it's a little too long a reel...like he said, 2-2.5 minutes is a good sweet spot. Think of it like a trailer for a film, where you're trying to keep your viewer (in…
Image guidelines are good, and I might end up with them. I think most people in this line of work are visual learners, I know I am! Right, undoubtedly. This is something we're trying to address separately with StemCell - there's training on our site that covers poly and texel density, when to separate geo for poly count…
was that grenade launcher attachment done in zbrush? for some reason it looks super muddy. just some notes on presentation to help with getting critique.. ditch those reflection renders. they're super funky looking and very distracting. dont show orthographic images, they're misleading. get some shots that show the entire…
Player can go out side at certain cornering areas when they lose control. yea now I am realizing why most low budget / indie mobile games are so Claustrophobic in design. yup been there done that with splat maps, Unity default terrain does a wonderful job but only allows you to have 4 textures per splat map. Going above 4…
I agree about not making it boring and using the scene to tell a story, but I disagree about the lighting I think you're breaking several rules of dramatic lighting. 1) You have a pretty strong light behind the camera. This hides all shadows behind the objects in areas that aren't visible to the camera, which destroys a…
This was the full body image. Followed by a quick breakdown of some of the work I put into this piece. My process followed more of an illustrative approach because the contest window was only a couple of weeks. No where near enough time for me to make a rig-able mesh. For this reason, the character sculpt was rendered in…