3D Animator Location: San Jose Area Job Type: Full-time, onsite contract with strong temp to perm potential Description: The 3D animator will be responsible for developing 3D animations for a range of low polygon characters Responsibilities: Design and create 3D animations for a range of low-polygon characters Work with…
Hello polycounters. I am in need of a little assistance. All of my career i have focused on environment art and its been what ive been doing for the last 5 years. I recently tried to make a character and some of my modeling abilities improved which i imagined would be the case. But one thing id really like/need to improve…
As a programmer i would like to know, what steps you have most in common to do, to create the final optimized 3d model for a game and what steps you think are stupid or you wish you must not do because it would increase your work progress dramatically. 1. 2d Sketch(es) / your own imagination of the model 2. Do the model…
Hey, A good guideline is to make something look as good as possible with as few polygons as possible. As Brian mentioned there are a few scenarios where you'd want nice uniform topology and watertight models but for props and enviro art (non-animated) there is really no constraint. You can have floating polygons on top of…
Thank You James for your feedback! I’ve gone back and
increased the number of polygons in the Dome, so the shape shouldn’t be too
blocky anymore! Along with the changes to the Dome, I’ve adjusted the
topology on the Collar, so there aren’t as many polygons that connect to the
Arm Ports. I’ve also retopologized the Head,…
For your low res, it's acceptable, but you'd still want to avoid having a couple of things that could cause uv/baking issues. You'd wanna avoid having a certain triangulation in your mesh that creates an obtuse angled polygon. For instance, if you were to remove the highlighted edge that you've correctly got there, you'd…
FInished the water buffalo. For this one I started with a scan I picked up from sketchfab. But it's a big polygon soup, so I built a new clean model just using block modeling techniques. It's kind of fun to model that way. Like a game to see how much you can do with just cubes and cylinders. But I also got to use some…
I just threw this together to show why people are treating it like the second coming of sliced bread: Basically, it's kind of a big deal. With other auto-retopo solutions, you get polygon distribution and layout that's far too uniform to be useful right out of the gate as a game and/or animation-ready mesh. With ZRemesher,…
These guys tell no lies; The thigh is too long and skinny, the fore leg is too short and skinny (the knees are little far down.) The knees also need to be defined. The back arm is short and skinny, the fore arm is long and skinny, the elbows need to be adjusted and detailed. The back is too manly, the chest is manly as…
All my meshes I made in 3dsmax and imported to Mudbox, but there are certain details that would add to many polygons to include in the low poly mesh I am importing. Although not a great example (as you probably wouldn't need to sculpt an object like this) imagine adding the panelling details on this door:…