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with your team. # About Us StudioNX is a team of skilled artists with extensive experience in creating 3D
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Fair call, mate. I would recommend getting used to the workflow in ZB, otherwise you'll just frustrate yourself, lose lots of time, and pick up bad habits/inefficient methods. ZB is so flexible that once you 'get it' you'll really increase your productivity.
Here's some more screenshots after going though the Retopology process in TopoGun2. Now the model is 5808 Tris and should be ready for Rigging and animation. What do you guys think of it, too many tris for an unclothes model? Can you spot any bad Topology issue?
Your edges are fairly sharp. You're going to want to read this to see WHY sharp hard edges are bad for your normal bakes. http://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts/p1
Only the 1995ish early low textured polygon games don't age well (especially with affine texturing it looks really bad on the PSX side, combined with low framerates of the 4 major 5th gen consoles). Anything before in 2D or PS2+ era seem to age a lot better.
[ QUOTE ] if it does get completed, then it would open the possibility to have a wide range of furry/animal(only canine and feline) models that other people can contribute to ut2k4. [/ QUOTE ] isn't that already bad enough as it is? well in one place anyway. I blame the Gen Mo'Kai skeleton.
Hello i have recently completed several 3d Models for a future mobile game. File size is a large concern and i was wondering what would be the next step would i have to map uv and such or could i just go straight to texturing? If i need to map uv's how would i go about it as the automatic marks them all as small triangles…
Sorry i gave the impression of bad attitude. I see The irrelevant info/suggestions (including this post) are entirely my fault for not giving a specific example/situation in the first place. I Think that's more due to stupidity and bad communication/forum skills than bad attitude though.
Hello people! I'm an experienced freelancer 3D Character Artist looking for freelance jobs. Both long & short-term projects. Specialized in realistic style, game ready characters (low-poly), and likeness portraits. Skills: Organic and non-organic modeling from scratch; solid anatomy knowledge; High detailing realistic…
As a base mesh for sculpting I guess it's ok. If this is final in-game toplogy, then you're pretty far away from it being workable. But that depends on what you plan on doing with it. If it doesn't articulate or emote then it can be anything it needs to be. If you do plan on articulation then what level? Just a jaw bone…