lick on the imageshack images till you get the full size image, then right click on that image and select "copy image URL". Then back here at polycount use the [img][/img] tags to embed the images. That way we don't have to click the xtra steps and see ads on imageshack.
I decided to start with my hero asset so I can use it as a kind of quality bar. This model had me more focused on topology with a lot of surprise ngons or pinching issues. My polycount is at 13k when smoothed and combined though that's without the final details of the scroll and the violin strings. Also need to replace the…
Yo! First, start putting signatures on all your work. Old Church: The branches don't really look too natural, and the bark material needs a little work. The cross is a focal point but it's a little boring. Some damage or a crow or something could improve it. I'd like to see a wide screen version of the image. It was a 2…
Environment Workflow Modeling For the environment models (buildings), I’m using the Face
Weighted Normals technique. I’m going to use the Stairs module to show the
pipeline (Image 1). I’m using the Custom Normals Tool for 3ds Max and the Tex Tools
scripts. The first step is studying the model to see where I can apply…
Lightroom is stunning. Think of it as a cross between a photo manager and photoshop. If you are happy just using photoshop to edit occasional images then it's probably not for you. If you want to manage all you images then it's great. Here's my workflow: Plug in camera to import the images. Import the images with some…
The issue is that the low poly is only one part of making a model. You keep saying you're going to apply a normal map but I haven't seen you post a model with a normal map applied. How are you making the normal map? I don't think you're making a subdivided high poly and baking it which is the workflow most games use. You…
just so people know: here's what those cvars actually mean so they arent blindingly changing things: All texture data on screen is crammed into a set of images loaded by the video card, these cvars control the size of those images. you need more vram to store larger images, obviously. vt_pageimagesizeunique - this is the…
Your shaders are interesting work, but they need better presentation. Your name, and don't take this personally, is a bitch to spell/remember. So the domain name isn't the best. Something shorter like mikisa.com or mikidis.com, both contractions of your real name, could work better IMO. I'm not a fan of lightboxes either.…
Did abit more tonight, got some lights and the door to do tomorrow, ill throw in a few more screencaps this time. Image - compressed for Polycount (36KB) Image - compressed for Polycount (51KB) Additional screencaps Image - compressed for Polycount (58KB) Image - compressed for Polycount (90KB) Image - compressed for…
You can model the gun using sub division (sub-D) modelling or non sub division modelling (non sub_D hard surface modelling). Look up both these definitions on the web. With both forms of modelling you have to have a strategy that works toward an end result. The image you are working over has some nice details but you…