yeah 2 finished characters close to uncharted 4s quality would probably take a very experienced character artist at least about 6 months. Especially if they are animated. Personally I recommend a beginnner to focus on making the gun and maybe a scene for the gun to be in, cyberpunk is a good theme. if you want to make very…
Since you're talking about workflows, I always found it a bit cumbersome to do those tiling fixes you mention in your workflow, for both the mortar and the rock face. What I do to avoid this, is make a plane that is double the size of what I want to tile, and turn on the zbrush wrapping mode of whatever brush I'm using to…
Well this looks like a lot of wasted polygons here. You might want to delete some edgeloops. Especially the arms and the blade have way too much compaired to the rest. Try to keep everything even. What's the triangle count btw? If you want to get this guy ready to be used in a game I'd suggest to go for a low poly model to…
Your budget really depends on the intended platform & use. For a modern PC with a decent video card 40k is quite low for the environment; the current CryEngine specs claim a bit over a million triangles for a scene (including characters, weapons, etc.) Of course, don't add polygons just for the sake of numbers, and test…
An interesting challenge you've set yourself there Justin. What you have there looks great. Whilst I would never dispute that MoPs mightiness is worthy of a bow or three, with this kind of tri count 4 hrs should get you something pretty damn decent yeah. Heck, so could an hour really. If that time includes UV-ing and…
Oh, in that case then, there is a pull down to turn the curve into geometry. The divisions of the geometry are based off the complexity of the curve. Also there are settings for twist and divisions. Then when you have the curve the way you like it, convert to polys Modify>Convert>Paint Effects to Polygons. You want to…
Aw man, now im totally gutted! I was poking around on the net and came across a couple of sources that show a quote of the GT5 head honcho Kazunori Yamauchi saying in an interview that GT5 uses "around 500,000 polygons per car". It's too late for me to go back and add 300,000 polys to this model, but i was planning to make…
Its already 8 by 8 I believe...right? The spheres I mean. If you put them as a place holder then its not a problem. Though you can cut them in half. Also do check out the Polycount Wiki to have a better understanding of the tris topology. =\ How many Polygons (as in Quads) do you have on this model. EDIT: The bottom part…
You don't need the shadows to be sooo dark. You need to keep shapes and details readable at distance, and contrast will make the object stand out more from the backround, but not make it easier to read. It's still a noisy mess, a bunch of dark and bright pixels. At that size, you'll want to lose smaller details, or make…
Both your buildings look good. The texturing came together nicely. They equally suffer from being too monotone, dark and have a few spots that are too polygonal. Possibly brighter lighting and a more neutral (less bright) background could help, but I'd also bump up the brightness and saturation of the textures. Saturation…