"...how long did it take you to getting your first portfolio? " Well, you don't "get" a portfolio, you create a portfolio with art that you created and think is your best work. If you have 13+ hours a day right now, then now would be a good time to start creating portfolio pieces. Look at other portfolios for general ideas…
@add3r. Thanks for wonderful comment. Actually, I'm little bit bored to work in the same project almost a year and half. And I keep in my mind my ultimate goal : make cinematic movie in UDK. @Bardler Thank you :) @Walrus, @Shyralon I realized that I couldn't make 19th Century European street without visiting the location.…
Thanks a lot guys. Yeah I really want to rework that Fallen Hero scene and try getting it into UDK. I just wanted something to show for GDC first and now it's reworking time. I think I'm gonna take a lot of the sample sheet style format out for the website and break it up into separate images like you guys were saying. It…
Well I'd sort of have to disagree Quote from the link: "You can see in this ref here(my fingers lololol) that the highlight is more of a clean white than anything else.... So when the goal is to get nice clean white highlights, it helps to use the inverse color of your diffuse." That's actually quite outdated imo, every…
Hello Again, I have been doing a good bit of updating. Still need some work with the textures I think. This is rendered in Maya. I need to transfer/learn more about UDK to make it realtime. I also need to make spec maps for all my assets. I also want to add a few more things in the interior and maybe a ceiling, would be…
Was it the problem where the normals on one side of the model point one way and another way on the other side of the model (this causes a harsh line of separation). This often happens on curved surfaces and the only way to prevent it is to make a cut through the nearest plane, instead of the edge. This may mean you have to…
I was able to create a Fresnel effect in my shader for my diffuse channel using a RGB map as a masking inside ShaderFX. If you want to take a look, here it is: http://www.polycount.com/forum/showthread.php?t=85641 I plan on expanding the Fresnel also to Specular and SI, but it's the same idea as the RGB map, you could also…
Quite a bit of work done, been too busy to post updates. Separated out most of the pieces, and imported everything on into Unreal Engine 4. Started detailing the pieces, with high-res versions for normal maps, ambient occlusion, and other texture details. Created masks to blend selections from a group of materials created…
Possibly, I'm just trying to make the best possible long term decision. In the last place I worked I spoke with an apple programmer about buying a mac for app development and did tell me that what I posted did occur and that if people wanted to continue developing apps they had to upgrade their OS and Xcode which required…
Yeah, with the limited texture space I was allotted I was annoyed I ran out of room for a secondary texture that I could have vertex blended in UDK to break up the repetition. All three variants of the gears are sharing the space of a 512 texture, which was obviously not ideal for such big pieces. Making them smaller and…