The submission date is looming ever so close and there have been some amazing entries from the talented members of the Polycount Community. A bunch of new faces came to represent for the Green and Black and massive props go out to everyone who participated in the challenge. However, I need to bring something to the…
Hello Polycount Community :) I am new in 3D modeling and game development & want to improve my skills and gain insights into the industry; I have a background in software engineering and have recently developed a keen interest in creating 3D assets for games. I would like your help on specific question. What are some…
I've been lurking around polycount for a some time now and while I am still a student I figure it'd be a good idea to post some of my work to get feedback and critiques to up my game before graduation. One of my current WIP's is a game environment based on Disney's TRON franchise. So here we go: Flynn's Arcade: The current…
Hi kids! We have something new and special for you today. You may have seen it on my facebook profile picture or may have seen it in Adam's post a few weeks back. But now it's become a reality and the new Greentooth design shirt is available at the US and European Polycount Store NOW! Several benefits of owning this shirt:…
660 polys on the decal mesh, 1600 polys on chamfered surface (same vertex count as with hard-edged unchamfered version as it's just using face weighted normals with one smoothing group). Most of the surface polycount is down to nicely shaped seams between material IDs, - the less you need those (e.g. if you don't need seam…
Humble Suggestion: I'm an ol' polycounter. I don't miss the old models as much as I miss the focus that was on them. That was what polycount was all about to me. How about a new forum topic-- "Player Models"-- allowing folks to show their stuff/get critiques and possibly link to working models hosted on other sites with…
Hello community! I would like your help by hearing about your feedback for this cottage house. Are the proportions of the model good or bad? Is the scene interesting or dull? Is the polycount too high or low for this model? Any other feedback is appreciated! Thank you in advance for your feedback.
It wasn't until I did an art test, that I realised everything I've learnt while working here in Australia, was barely scratching the surface of what I see here every day in the polycount forums. Sure, I knew shaders and texturing, but I did NOT know shaders and texturing like places like Naughty Dog know. Heck, I thought…
server name polycount IP 85.81.22.104:10037 But someone please let me know if the port address is wrong. if you need a password it will be polycount, depends on if too many non polycounters arrive tpe
Im getting back into game dev after a many years away, you know, because of life. So my question came about as I was considering the best way to do LoD's I got some of what I would call higher poly stuff that I was looking to reduce etc. I went through most of the stuff in the polycount wiki on LoD's that started to answer…