I agree with the advice given by the others above, especially @Biomag's advice. I'll try to share my personal experience to hopefully help the OP. This was my ArtStation portfolio around February 2018: The first three images are not real-time, while the last one is in Unity. At that time, I thought I was doing really well.…
Hey Nikolai, I think you have a good foundation here so don't get down on yourself. Sometimes you just need to be persistent in the wake of rejection (or getting ghosted -which sucks!) and let that motivate you to keep pushing. That said I think there's some things that can be done in how you're presenting work and in the…
Well its been a while. I always knew I would take my time to move my computer ect after being settled at my new job. I received my computer 5 months after moving. For 3 week it seemed fine and then my graphics card took a fit. I had buy a new one, which I wasn't too bummed out about. At least it was a less complicated fix…
Your model is so low-poly, which may be the proper case for the use of this gun, but if this is a portfolio piece, I would push that as much as I can get away with. Your piece shows you have knowledge and total potential, but there is a lot of work to be done here. The first thing that fires out at me is your Normals…
You can take one wall modular mesh, assign two materials to it as srsface said, and get two slots in unreal. You can UV that mesh once and use a tiling textures within your separate materials. You don't have to UV map the same wall for 10 different materials if your textures are made correctly. You can just slap them on as…
Not sure to where to start in this thread, but I appreciate the tag Obscura! For starters, it's worth pointing out the ACES workflow is different for film/vfx and games. In fact, in games its not much of a workflow at all as there is little to no work involved for the artist. For film/vfx, there's more involved like the…
I'd like to continue today and start with a little apology for the slight disorder in which I'm presenting this project. I didn't feel confident enough to share it back when I was blocking it out so my 3DS scene so I'll be focusing on what I have which will be mostly in-engine progress and materials, textures... Thanks for…
(Sidenote - You're using UE4, not UDK. UDK was the free version of UE3. ;) ) The biggest thing that stands out to me would be the consistency of the textures scene. I'm seeing a myriad of different textures and colors that don't seem to go together. Like, that archway is made out of stone, but the actual stones in the area…
The assets decent, but more for a couple of days versus a month like the others have said if it were a production environment. The dark shadows/AO? are also detracting from the piece, getting a skylight if that's UE4 or doing a global illumination bake would help with that depending on the engine you're in. Time comes with…
Give it a quick go, my initial thoughts... If you load an image without first selecting a preset, it'll flat out crash. That's probably bad :P Doesn't support TIFF or TGA, which is a pain. I think there are a lot of things that will use these formats, they (along with PNG and BMP) tend to be the stalwarts of lossless file…