Hey guys, I haven't posted anything in a while so here I go. Recently I have realized that I don't have much experience of working with big assets that rely on brute low poly modelling and tiled textures rather than HP to LP workflow. More so, I have realized that whenever I am not relying on those next-gen techniques the…
Cool stuff so far! I'll be excited to see the progression! One small crit, though. For the shot of the game world, all of the pieces seem a little slapped together, and aren't working together as a unit. Mostly the colors is what I'm talking about, I guess. They don't seem to blend together with the same style or color…
Progress update: Armor plates, gloves, and straps are done. Boots and jump suit are in-progress. Cloth sculpting is an area I need to improve on. Things left to do on the high poly: -retopo helmet, add helmet widgets -add straps that connect the front and back armor plates -add tubes that go from chest box to back of…
That .gif is awesome, its great to see the progression of this! Lots of great detail in that .gif and it just goes to show the amount of effort that goes in. It kinda reminds that i should do something similar with my work, well i am a cinematic artist and it is crazy to see how screenshots progress from a small idea to…
You guys are awesome. @Stinger Thanks alot bro. Great help :D Here's a little bit of progress. I've been pretty short on time lately but managed to do some tweaks here and there. I roughed in a top. Still in progress. I also started on the blades that she's going to be wielding. Nothing to special now just a basic shape of…
take this thread as an example: http://boards.polycount.net/showthread.php?t=64108 By finally starting the sculpting he got results and learnt something. There is no progress without getting started. And even if you are making some mistakes at the beginning. So what? That's what you and everyone else is here for: To…
Hello guys! Here is my stuggle with SciFi modular environment. I don't have experience in doing those, so it is great opportunity for me to learn. I might be doing this the wrong way but never the less failure is also a lesson :) This is a copy of my blog post from Artstaion. I will soon be publishing my round 2 :) Cheers!…
IMO making scanned textures tiled is better to do manually in Zbrush or photoshop . Same for roughness. Based on Adobe Sampler its a waste of efforts. More lacking tools is de-lighting , especially extracting albedo from sun shadowed images . I yet have to see something working as good as those special flash lights that…
Hello, Allow me to say that I have finally join PolyCount after been recommended by my peers and instructors and that I am glad to be a part of the community. This post is of a character that has been through many transformations over many months. Xander was created in 3DS Max and is currently still a work in progress. I…
Hi there polycount community Im a newcommer to the scene of gaming development and the unreal 3 engine. Recently my roommate highly recommended to post any progressive work to get feedback from the community and how doing that helped him progress. Seeing how good he is makes it more of a reason to post so Ive taken an old…