Hey everyone! I'm Dylan, i'm a character artist in Australia. I've been on polycount for years but never posted much. Finally starting a sketchbook thread to share what I work on to polycount. Always happy for feedback! Here's a character I did as part of Mold3d's Character Creation for Games class with J. Hill I chose a…
I would say no... Look up how other people do it. Its not the polycount that is too high but the amount of detail relative to the polycount is very low. If it would be some fancy axe with many details, it could be ok but this is far from that. A realistic tris count for this asset would be like 2-3k tris but it could be…
I really like it. The textures are great and you did a very good job overall. I will say though that i feel like you could seriously cut down on the polycount if you made the wheels a little simpler. They look as if they are sucking up almost your entire polycount. In any case its very good so keep it up.
struve congrats on shipping the game, and thank you for posting so much work. with the sheer amount of art in the game that came from polycount that's showing up on polycount now, the rest of us have a whole lot fewer excuses for not getting our high poly bakes as good as these. consistently high quality work, you should…
Shattered Axe of the Vanquished by Boonta Completed Axe for Centaur Warrunner. Currently at work will throw up some process images later tonight if i remember. Really hope we get a polycount chest happening. Has there been any word from valve? great seeing everyone's items, some nice entries coming in! keep it up…
Hey Sarankan great to see you on Polycount its James from America! been ages man :) your aviator model looks awesome love the folds especially on the arms. you'll be posting stuff on here soon that will put my stuff to shame :) cant wait to see more from you man! and if this is your first post on Polycount then welcome!
hello polycount, With an open wheel car like this we decided that it would be mandatory to have a proper radial motion blur for the wheels. It turned out really great IMHO. We are using a custom blurcage mesh that fully encloses the wheel to achieve this. The blurcage could use some polycount fix up :p c&c welcome as…
What you end up going with depends entirely on platform, engine and time-constraints. Not knowing any of those, here's my polar opposite wild-guess-opinion to Eric's: Don't go modular. You can either sculpt or use sub-d modeling, polycrunch (reduce it in polycount) to the desired polycount, unwrap it and blend a few tiling…
The Polycount UT2003 resources page has good tutorials. I have recently imported a model from Max into UT2k4 for he first time and I found all the info I needed there. http://www.planetquake.com/polycount/resources/ut2003/index.shtml Besides that I have gotten some good tips and tricks from the BeyondUnreal boards…
I'm pleasantly surprised by the depth of the maturity, humor, sympathy and civility in this thread. Awesome. I wasn't going to come in here and post because I thought it might hit "too close to home" for me . A couple polycounters who're close to me might remember what Im talking about, but this is great. Polycount…