do's:* try to hide UV-seams (i.e hard edges, convex corners, hidden spots,...) * keep things normalized (same pixel density = texel space for all UV shells) * lineup edges or faces if they are close to 90° angles, so pixel borders better loop and connect * keep padding space in mind for Mip Mapping issues (because textures…
The strokes and overall painting looks pretty nice, I'm wondering about what looks like a cloud/different cloud layer pin-lighted over it though. While it may look nice up close texture wise, I have a feeling that marbley cloud layer is going to cause some very obvious/not so great tiling when placed as a repeating texture…
Bake looks nice, however you've got some weird geometry on your low. Some areas that have excessive loops that could easily be removed. I'm not generally the type of guy who gets super anal about optimization, but you've got some areas here that are just totally wasted, like the front of the grip, and the front area below…
hey shimmer its good stuff man, uve been getting better gradually and only heading up as a portfolio put together it has a lot of stuff, which is always fun to look for the random browser. but - in my opinion, u have pieces in there that could be spared, even trade skills alltogether. your highpoly or 2d stuff are nowhere…
HAIR AND HEADBAND With the hair I started on the 2nd subdivision to sculpt out the general flow of the hair adding in the basic appearance of waves using the sculpt, smooth and pinch tools. It was important on this low level to ensure the hair was completely smooth as finer detail will be more prominent on top of this…
Heya, Well, I sorta feel like you either really want to be in the gaming industry, or you don't wanna be in it enough to actually be in it. But if you think that with some hard work and dedication you'll be ready and wanting to be in it, then I agree with CaseyJones and think that traditional art first is the way to go. If…
turpedo, Thanks for the critique I agree completely. I think toning down the light will make the helmet stand out a lot more. I tried to go for a high dark/light contrast. I was hoping the rays of light and high specularity of the helmet would give more eye movement. Another thing I noticed was a slight stretch on the…
Hello! Introduction: I've been wrestling with the problem outlined in the title where I have a long animated sequence of a character comprised of many parts, rigged onto a simple skeleton. For the record, I did not build or rig the model, rather I had it commissioned for the project I'm managing. At this point, I'm the…
Hi guys, while I've been busy with working at a new position at EA, I've managed to put some time aside to begin working on some new projects to enhance my portfolio as a World Builder / Environment Artist. These two scenes are both WIP at the moment, but looking forward for some input or any word so far, as I can get…
Thanks Crazy_pixel! I'm really glad you like it c: And Fabi I completely agree! I always default to a dark blue background but I'll change it to gray just like the concept :D Thank you for pointing it out! As for the floor shadows, the original doesn't have any and it'd be kinda hard to add with the set up I have, so I…