If you want my two cents, I think that too much of the area around these corners is visible. Covering some of these corners with furniture or props such as the sign is a great way to give the scene a more interesting shape. This would also suit the kind of atmosphere you're trying to achieve. Too many obvious right angles…
@NAIMA: I unaware of crysis editor how it handle trees but I would suggest double trunk geometry and use that cloned trunk with some slight offset to map it with alpha texture you wish.. Since it's crysis engine I think higher polycount does not matter so much in object of that scale.. ;) just my 2 cents..
Exactly what you mention in the end it's what's bothering. It's just too much information. Your work should speak for itself. If it's Visual Effects your specializing, show the final composite, then breakdowns. If you did something special for that project, mention it under description but don't go into hardcore detail…
Well not to sound rude but he is not doing himself any favors by having you posting for him. PC is free and if he is really a good guy and a hard worker, he should be selling himself out there. If I was an employer I will be reluctant to hire someone who can not even promote themselves. Just my 2 cents! Good luck.
You have raised a really interesting topic! I can't add something to what has been said already, but i'll drop my obvious 2 cents about it- just do what you like to, don't look how hard or complicated is that- learn and grow over yourself. if you enjoy the process, all problems will be solved with time.
Cool. I'd say you should keep working the eyes, they still feel very almondy. And the lighting could be punched up to put more emphasis on the face while letting the sides and background fall off a bit more. I'm not nearly as good at painting as a lot of the guys, but here's my two fifteen-minutes worth of cents. Paintover:
i think the axe´s model and texture are both technicly very good, but if i am allowed to speak honest there are already 10000000 axe axes ingame so i guess only a real genius concept would have a chance there. but i wana say it again technicly ur work is allover rly good (also the cent axe).
Yeah, higher texel density depends on usage. But in this case it's not in a game, but rather it's being used as a portfolio piece, so it doesn't look great. Sharpness vs. blurriness. I would recommend either changing the composition so they're aren't right next to each other, or increasing the resolution for the barrel. My…
I'd do the general shape first, then add more geo (i'd smooth it in maya myself) and then add the details at the back ( you wont get the pinching from the supporting edges because you have more geo now).The small creases i'd make in ndo or zbrush wouldn't even bother modeling them. My humble 2 cents :)
if you want "real" real estate, better go with dual 21 inchers. compared to them even a 24 incher feels tiny and crammed full of palettes yet they don't make you turn your head constantly. more versatile to have two independent screens, too. not necessarily more expensive either. my 2 cents.