Hey guys, I'm new to Polycount. I have been over at Game Artisans since I started game art. To say the least, I am hoping for Polycount to be my new forum. I am starting this thread as a practice thread for my hand painting textures. Diffuse only. The first one is a stone pathway texture. Inspired by WoW.
I've been working a couple days on a sword concept to practice hand-painting of diverse materials and I'm moving on to start modelling it. here's the concept, I've named it the Demonic Spanner : Let me please know what you guys think so far.
I've been feeling discouraged from making stuff and posting, but I'm trying to make an effort again. The main issue with all my models is inability to adequately pose them: they have a tendency to break in a way that I can't quite fix. The legs become too short for sitting poses, the arm twists break silhouettes, the…
Hey all. I'm just looking for some general advice on modelling technique and best practice. I'm relatively new to this, but not a complete beginner. I model mainly for games (using Unity), but this is more general advice I'm looking for. I was just wondering what the best practice is for having complete meshes, with every…
Modeling practice in Maya. C&C much appreciated, especially on the wires. did this a while ago and tried to fix the wires as there was a lot of redundancy/extra polys. Not sure if it was successfully done.
practicing my female character sculpting again. Made the mesh from scratch like usual. I'm just about to hit my 1 year mark since trying to be a character artist. about my 8-9 month mark for Zbrush. I'm glad I didn't stick to Mudbox lol. Hopefully I keep improving. Hitting a wall is always scary.
hey Realistic anatomy is something ive long neglected studying, so im starting a practice thread. So here goes, first post. what better to start with than a grizzled old bald man? This is my first sculpt of a real person, so cc will be helpful. ive logged ~5 hours into him he's based on a character, can anybody recognize…
Hello. I haven't posted a thread here for a long time now, because I was busy with work, and when I had free time, I usually spent it with examining some technical stuff instead of doing actual art. Its about time to break this, especially because until now I was spamming the waywo, which isn't a nice thing to do. I was at…
Hi, hope this is the right forum :smile: I'm kind of exploring everything in the 3D world. One thing I've noticed, is the difference between topology for game props and those high-res props. I really want to work with games, but also for other industries, where sub-d modelling is needed. My question is if I would aim for a…
Greetings, people of Q2PPM! Here are my new skins for Quake 2! Wait... what year is it? Oh yes! Happy 20th, Polycount! XD All joking aside, I have been going through Sam Nielson's course "Fundamentals of Lighting" on Schoolism. I've also been looking for a way to apply the information to hand-painted textures. I figured…