It looks nice, but it seems you rely too much on dDO. As in, you slapped multiple stuff on it, and they don't work that well together. A few months back I made a character and I used dDO for the first time on it. Result was something like this. Also, maybe more polycount on it ? If you want nice details and scratches, then…
It has been a while, but it's all done now! Great learning experience with Mudbox and WorldMachine, feeling much more confident about making rocks now. Favourite sculpts, even if all of them didn't make it to the final scene. Final polycount for one aqueduct piece is 2804. Textures are both 1024x1024. Favourite texture!…
if you want to use it in udk, you really need to reduce the polycount. a few thousand would be good for the final model.and for the uv's.dont use automatic uv mapping.because it breaks the uvs almost randomly, and its really hard to texture.learn to uving first, and then go to modeling assets for games engines.proper uvs…
You could put Maya in your topic title, that would attract people who know that software. http://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#use Also, what have you tried so far? It helps to post images of your attempts, screenshots of your materials, what photos you're using for…
I love you guys for doing this! Dota2 is my favorite game at the moment and Polycount is my favorite community! I'm very proud to be apart of such dedicated artists and I smile every time I see some Polycount work in game :) I love the owl/penguin couriour tvidotto. however the belt buckle isn't working like a normal belt…
So I haven't touched animation in quite some time, but I started finding myself on Polycount more and more lately, and would be pretty pleased with myself if i began dabbling again. I guess i'll drop what I left-off on in the hopes of diving in once more. some motion graphics stuff: [vv]96216440[/vv] and my last character…
Thanks yo! Oh yeah, I'll throw up a wireframe shot tonight. The polycount for the low poly is about 25k tris. For the high poly it was some ridiculous amount of polys (because I used a turbosmooth with smoothing groups at a couple of iterations - which really pushes your polycount up). I can't remember how many, but I was…
Hey guys thanks for the appreciation & comment. I have done the fur plane using fibermesh in zbrush.It has the UV when you create in zbrush,after that i import to 3dsmax that fibermesh as polyplane & the head hair i used fibermesh only. This character has 98k polycount with props(without fur).sence this was for the…
I think it looks pretty good. The textures are nice. I'm just wondering for what exactly the character is designed. His big hands are very bright and thus draw in a lot of attention. This is fine of course if you want it like that because he fights with his bare hands, for example. Also 9.6k is actually quite a high…
Welcome to Polycount! Don't confuse programming with 3d modeling and art. Two distinct differences with one of them a hybdrid in the industry (more aligned with maxscript or mel) we refer to as TA's or Technical Artist. http://wiki.polycount.com/Polycount Link is a good place to start, I highly recommend you take a look at…