@sacboi Hi. I'm back to share some progress. I didn't meet the deadline I set last time, but having it in mind definitely made me more productive. :) I ran into some difficulties this time. Looks like I have to redo the part where the hull is connected to the tracks in the front area, because I didn't get correctly how…
Hey, I recently started working on a new project, in this study i tried to learn as many realistic texturing methods and modeling. and i believe I learned much from this project and will continue to learn more! and it was really fun to work on . I hope you like itartstation : https://www.artstation.com/artwork/rlx9Wm
Well, Chat GPT now makes python scripts that builds you complex node based setups for both geometry nodes and shader nodes in Blender and I managed to make its AI image Generator build me exactly images ( alphas mostly) I asked after. After 3-4 correcting approaches . A thing I couldn't get from PHotoshop/firefly AI that…
Nice one pior, I love it, thank you :3Have you changed this one as well? This way the behavior is consistent when shift selecting from the second vertex forward in Edit Mode. Also I swear I gave a fair try to the default controls, but they where driving me crazy... xD I was feeling paralyzed using those. I haven't changed…
Was hoping I'd be 100% complete with the retopo, but there's still a few small bits to complete. Bake coming next week. I haven't made lowpolys of the swamp abyssals yet, so that might come after, or I'll start work on the arboreal vampires. Total tris coming in at 83,353. Have a great week!
It's best to put enough polys in to a character so that it does not look low poly/chunky. why make extra polys where they are not needed? I mean a mesh that has 60,000 tris is not going to look a lot different if it is has 100,000 tris , unless there some particular details that would need to look extra smooth or if he has…
Thanks for the feedback @Fabi_G , Here’s some context: * This asset is intended for a real-time/game environment. * I’ve attached the reference images I’m aiming for. * Wireframe and UV layout are also included. * Currently, I’m using one texture set at 2k with 300 tx/m. I haven’t used trim sheets or tiling textures yet.…
Hi all — I’m developing a custom 3D framework inspired by sixth-generation console visuals (think PSP / early PS2). I’m looking to commission two clean, animation-ready humanoid base meshes — one male and one female — that I can use as the foundation for clothing and character variants. Project Overview The meshes will…
Hello, I'm new to Polycount so I hope I'm doing this feedback thing right :) Recently I applied for a 3D Artist job and I had to do this assigment: creating a mid poly ( under 20k tris) 3D model of Peterbilt Cabover truck with Diffuse, Roughness and Metallic maps for a mobile game. I ultimately didn't get the offer, so I'd…