I started this as a personal project to use it for my portfolio as a Junior 3D Artist.
I would say that I'm at the halfway point of the modeling. I've refined the shape to make it make sense in real life and with the right proportions. I also decided to separate the geometry into multiple meshes keeping in mind that the idea is for it to be used in-game.
I still need to apply the subdivision surface to make it fully high-poly and fix the eventual problems that come with it but before that, I would like to get some feedback on it.
Also, do you think it's better to extract the low-poly from the high-poly or keep a previous version of the model and use that?
Thank you in advance
Right now it sits at 3300 faces
Block-out before making it high-poly
Right now it sits at 3300 faces
Hey! Check out our system, I bet we could do similar if not better, with less effort?Finnn said:I reduced a 2.8gb model into a 20 mb fbx without many loss in detail.
A heck of a file... xD but satisfying results!
Buzzkill, but this is not good reference. Do NOT use this for anatomy practice. @b_fair, Stick with actual 3D scans of real people (3d scan store, triple gangers, etc.). Don't use DAZ, unless you want to stifle your ability to read actual form & scale with accurate depth of how the computer sees the human body.kanga said:Good info above. Anatomy is letting you down. You can practice using an app like Daz as reference. Free and the figures are customizable.Concentrate on structure. Get a handle on generic figures first. You can turn off textures and rotate about the figure to see how forms connect.