hi guys....im working on a super lowpoly mech....i want to keep the polycount as low as possible and strictly focus on texture...its still a WIP so feel free to critique away. thanks
Hi ! I'm trying to learn some tips and tricks about Substance Painter and Marmoset toolbag with the awesome Tim Bergholz "Mech Tutorial" Chamfer zone. model MARMOSET TURNTABLE I hope you like it ;)
So I thought I'd start a thread for this. The idea is to get a mech model 3D printed and from that I hope to learn how to do resin casting. Steps will be: * Make model (Zbrush) * Split model into parts for printing (keeping casting issues in mind, legs will likely be 3 parts, body 1 or 2) * 3D print (using printer service)…
Thanks for the feedback guys:) @SaferDan : Yeah I totally agree with you about some of the texture resolutions, funily enough all the mechs share the same assets for the legs just with a diffuse swaps so there's not really any excuse, I think the reason the heavy/motor mech looks higher res is just because it was the last…
Hi! I'm needing a tech artist to help flesh out my VR game. The game has a ~tech demo and I'm needing to spend my time on polishing the VR experience and would like to get a skilled artist to create various character skeletal meshes (plenty more 3D work/employment available if we mesh well, pun intended) in a way that…
@zylan Determining if a high poly mesh is acceptable really boils down to how closely the shapes in the model match the shapes in the references and whether or not the topology subdivides cleanly, without generating any noticeable smoothing artifacts or other surface quality issues. If the shapes and surface quality checks…