The reason it makes it fast is because you don't spend hours tweaking verts to get a curve that follows a base underneath. At least that's when I would use splines. I'm sure everyone has other techniques and experts can chime in. (since I'm hardly an expert source heh) Example would be to create some sort of detail on a…
It's been a while since I posted any updates. I managed to finish the highpoly, retopo and UV the model. It has 4 texture sets and has 45k tris. A little higher than what I aimed for but I think it is fine considering it's a portfolio piece and not an actual game model. I also managed to block in the colors in substance…
Hi everyone, over the past few months I have worked on two major projects that I hope can replace my current portfolio. My goal is to be a game environment artist, so I would like your opinion on whether these projects show I have the skills needed to be hireable in a junior position. If not, please let me know what I…
If you're interested in the algorithms themselves then download meshlab and play with it - last time I checked it had a number of them. You've basically got two approaches at present. Decimation and voxelisation Both systems are pretty dumb - they're not interpreting the shape of the mesh in any meaningful way beyond…
Hey all! Well, I don't really come around these forums too often, for no other reason than I am pretty busy. :P But, I happened upon this thread recently and thought that it would be pretty fun to partake. So here I am. Not much to see really, I mean, comparatively -- it's quite a simple ship. But I tried staying as…
@Chrisradsby I know :D I just look at Skyrim and I saw ~500 tris, so hell, I will do the same. And I see then how straight and bad it looks in Unity. I know. Also thansk for the reference pic. @Shuaws make a thread, even send me link to it, so we can check what you doing wrong :D I don't follow any mountain tutorials, I…
The textures could use some work in unifying the piece, right now the models texturing seems a bit off with varying levels of clean/unclean. The wood on the barrel for instance, is very bright compared to the other materials. The white jugs also stick out due to their clean surface. I'm unsure of whether the props are…
Hey, I hope you don't mind, I did a quick paint-over of what I think would improve your texture (especially the face)... I understand you wanting a battle-worn and grimey look, but I think the main problem is you're using very desaturated highlights for everything, almost white in places, which doesn't really happen in…