The way the Soft Selection rollout in the command panel breaks the layout was bothering me, so I wrote my first MaxScript. The part where it determines the falloff based on the size of the object was blatantly ripped from a script written by someone else, who I'd credit if I could remember who it was or find the script.…
I'd ditch the 2d work. It's fine, but unimportant to an env artist position. The DeLorean is probably your best single asset but you only show one image of the highres model, from behind. Show more of that. Break the asset down by showing it's wire/low/texture like you've done with the others. Your best environment imo is…
Oh okay I'll mix it up then. I started learning Skyrim's creation kit yesterday. It's going pretty well so far. I've spent hours creating environments for Oblivion 10 year ago and it's all coming back ahah. But yeah I'll try to make interesting levels for Skyrim, Fallout 4, Portal and UT4 to show I can make fun and working…
It's a pity you post quite late in the development, because it would have been good to get feedback on your layout plan. I would have gone with a different kind of grid, either triangular or more likely hexagonal. That way you'd probably have a less noticable grid, and you would have less squish/stretch on the 'diagonal'…
First, I'll just say again that going to school specifically for game art doesn't strike me as a good idea. I'm not surprised if the instruction there isn't great, because it's such a niche. I went to the University of Cincinnati and got a design degree. Their industrial design program is usually ranked in the top five…
A couple of people have asked me how I actually went about making these models, whether I sculpt everything and retopo, etc. To answer that: I just use pretty basic box modeling techniques for the bodies, but I do use retopo for the heads. While the TF2 characters (and these I'm making) don't use normal maps except on the…
Kodde I noticed on your second example you are using the same UV layout on both the all soft and the hard normal instances. With soft normals its a good idea to keep UV's connected but where you have hard/split normals the UV shells should be kept separate. This is why you are getting nasty-ass seams on your hard…
For starters, there are a few basics that are very essential to solid modeling. First, tris as a rule of thumb on base meshes are not ideal. If you subdivide this model with a bunch of tris on it, you'll see weird deformations and pinching. The resolve to tris at this stage is good solid edge loops. There are some good…
Hello there, guys! Thank you all for the comments. I´m very sorry I didn´t reply a little sooner, but I wanted to Suprore - thanks for your crits. Especially the one with the straps. With this model it turned pretty well ´cause I had enough space for the legs in the UV Layout (and also the texture is quite big -…
You have some really solid work and a really good site too, but I think you could do a little more with the breakdowns. Your work is great and they way it is presented makes me want to see more. The tree in your eden fortress map is really cool and all you show is a texture. I want to see some wires or a bit more on how…