Polycount limits largely depend on the engine you are using; for example tech that is object driven (everything in a level is basically a static mesh) pushes a hell of a lot of polys and isn't really as much of a concern compared to other tech that relies on BSP. However, be sensible about it. Model as much large scale…
This is a great start so far. As Peter suggested, I highly recommend you to revisit the blockout stage mainly when it comes to scale. It's the first thing I noticed when looking at your images. The characters feel a bit big for the alley or it feels cramped. Feel free to change the layout a bit of course as you don't have…
I started learning 3D in March 2019 in a "school". It was nowehere near an university tbh. It was only 2 days a week for 3-4 hours so not much really but it was enough to learn the basics and even some more. However I think it's not enough for a job. My teachers were people who work in the game industry (one modeller and…
I'm not sure what I'm doing wrong. My workflow is exporting a highpoly fbx from Zbrush of a full character I'm working on, and exporting a lowpoly fbx from Maya with the same subtools (all matching names with _HP and _LP as suffixes). Loading the lowpoly into SP works fine, but once I try to bake using the highpoly fbx I…
Hi folks, this is my first post here in polycount. Some days ago I started this model to practice some hard surface modeling/texturing and making a game ready vechicle/asset. I have made the highpoly base already. Next step: retopology to get lowpoly version, uv mapping, baking and PBR texturing, which will contain more…
Hi, maybe this has been asked often but I also want to ask for the latest software updates. What I want to do is to bake seperated meshes (lowpoly + highpoly) only against each other but keep the highpolys influencing each other. So that I also get the AO for instance of surrounding elements. Therefore seperating the…
I'm not that experienced in ZBrush but wantto excerice a bit. Now I ran into a problem. I have a high-poly rock model made in 3dsmax and exported it into ZBrush (Polymesh). My goal is to use Decimation master there, paint the model, bake textures and export back. But I'm missing the step how I can generate a decimated…
Is it possible to make changes on the first subdivision (there's my Lowpoly and there are my UVs) without affecting the highpoly? Because I made a Highpoly with a sculpting mesh, projected those details onto my Lowpoly. Before projecting I made a Morph Target so I can get back to my originl Lowpoly where the Mesh is as I…
Hi guys, I started working on this weapon a couple of days ago. I wanted to post my progress on it so far. There is a smoothing group error on the side of the main body that I literally just discovered before posting this. I think I am going to have to go back to fix that up. The low is sitting at 3801 Tris and on a 1024 X…
Click here for fullsize Posting my latest game art model, the Tarascus. It is based on the resin model with the same name from the Confrontation series board game by Rackham. I did not have the actual model so I used pictures of it as reference. The lowpoly model and highpoly armor pieces are modeled in Maya and the rest…