Here's the big ass post: From the beginning: When you make a model for a game, it's necessarily lower in detail than the actual object in real life, due to limitations in real-time render speeds. For example, a barrel might have 24 sides in a game. If the game model were lit in a completely accurate manner (flat shading),…
You concentrate too much on little things. 50% of the likeness is proportions and the next 25 is big shapes. If you nail them, the start of the likeness will be there, even if there are no details at all. Start by analyzing proportions and sculpting out all bones of the face so you could place them correctly. You need to…
Thanks for that feanix, I knew about the vertex normals and fading the color to match the ground, but I never thought to have the upper vertexes to face out.
Well, topology is nothing if it doesn't discribe a shape correctly. You can have great topology in a 4x4 quad plane but it's not a face. Getting the shape right is most important, topology can be fixed later. The idea behind the simple plane face is to show how the correct proportions of a face can be described with such a…
Always make new content and refresh your portfolio. Get rid of anything that doesn't look like it belongs in a game about to hit the streets. Making a portfolio out of projects you did in school is a bad idea because those are some of the first models you ever created. It's like a concept artist trying to apply for a job…
Hi everyone, I'm between projects at the moment and thought it would be nice to return to my hand painting roots. I wanted to focus more on adding a little something something to the given concept, so I gave the mailbox a tail (like a mailbox flag) and tried to add more to the environment with plants that are also in the…
https://www.artstation.com/artwork/BX9Lql Hi, I'm currently a 3D student and passionate about real-time 3D modeling. I wanted to share with you my most recent vehicle modeling project. I hope you like it! I would greatly appreciate any feedback you can provide. Thank you! I render in UE5…
Wow, thanks alot guys. I'm glad you like it, made those many hours worth it :) ! Kennyties: Yeah the cart is pretty big now that I look at it, also you are right - the pillars come up straight through the planks, they have textured 'holes' but they don't read from anywhere but right next to them. Coots7: .... damn it…