I'm working on a new game project and I thought I would share the player's weapon. It's a magical matchlock the player can upgrade in a modular fashion. Its suppose to resemble a really rough ink sketch and look 2D. Its about 3000 - 7000 tris depending on how many upgrades the player is using.
its not a uniform thickness along the full length the receiver end is thick because it's where the explosion happens. more metal == less injured users the rest of the barrel is thinner because it doesn't have to contain as much pressure and weighs less this has some nice cutaways in it where you can see how the whole thing…
I've been playing through Splatoon this weekend, and I've been trying to figure out how they manage such a huge amount of constant ink coverage. Can't be decals, there's too much of it and it's seamless over curved surfaces. I doubt it's vertex colors, the polycount would be out of control to get that kind of definition.…
Hi all, I just wanted to share the end result of our Hero Asset Creation Course If you want more information on the course or see the trailer then you can find it here: Flippednormals Artstation Gumroad
25(L)*25(W)*~25(H) in mm, looking for 2 model, one with realistic styling and one with realistic styling and a stupid looking face contact: L̸̎́e̵̛̚v̴̓͘ĭ̸̇a#0001 on discord or via email at c.chun.wai2@gmail.com ended
Hello everybody. I'm on a steampunk game project as 2D/3D artist since last year. And this is our last character, the Entelegente, a steampunk ent (got it? huh? ENTelegente). Well, he's acceptable BUT (big but) there's something that's not right and I can't spot it. So please help me out. Thank you so much <3
so this is my first ever post on polycount. I will be posting more often as i get closer to finishing the end of my post-grad year. this project is not game related but involves all the steeps a cg artist may go through in the gaming pipeline, as i will be creating a photo realistic ape for a short film i am working on.
Days End is a student project done during the 3D Animation & VFX program at the Vancouver Film School. I specialize in 3D Modeling, Texturing and Lighting, and I wanted to showcase these skills with my project. For the complete project- https://www.artstation.com/artwork/Gq0L4
Hi, polycount! This is my first-time post my work to here. This environment I have created is the end of the tunnel which people have lived in. Due to the war has just happened, the people only have basic daily supplies such as a mattress or water tanks. Some assets are brought from Unreal Marketplace: CityTrashSet Here…
It's two different approaches. You could sculpt on the smoothed version of a subdivision modeling mesh, but that's then locked at the highest subdivision you ended up using, and, like you noticed, that's quite high indeed in order to be able to sculpt freely and not run into problems (although you should still work from…