I'm working on a sculpt and I decided I needed more subdivisions in order to get the details in. before I knew it though, I had 25,662,126 polys. Is that too many polygons? This piece is going to be a display piece only, so I don't have concerns about whether a game engine would be able to render it. Thanks!
Hey, I thought I'd return to my roots and post some of the stuff I'm working on here. I've already posted the Thousand Sons Rubric Marine before but now we've got these guys in the game and they work. Ok, here is the Sorcerer Lord, voiced by Michael McConnohie(Tracks of the Transformers G1 and lots of other stuff): Here…
In that case, the book and the chest wouldn't be suitable for opening cutscenes either, as they've got some really low poly sections which wouldn't look consistent with the rest of the mesh. You need to decide what the purpose of the asset is and make the mesh suitable for that purpose. Either high res and detailed for a…
Hoping to get some input on a new overwatch stylized marine I'm trying to create. The body is done but now I'm working on blocking out the actual armour and such, any critique is welcome!
iv had this model lying around that I never textured so i'm texturing it. its a...shark marine, with some armor, and his arm is a flame thrower gun of somesort. this is it so far
Been ages since i've Polycounted - been keeping my stuff on a personal blog and got a bit lazy :) Anyway, this is the beginning of my Mario/Jurassic world mashup. Trialling some Zbrush to 2d workflows
Looks good shouldn't have any worries, all the shapes/silhouette are quite nicely readable so imo this HP should bake down without many issues...if any.
well, I can think of two big things to comment on; 1. does the katana have distal taper? Many 3D artists model swords as if they were cut from a flat sheet of metal; you want distal taper. 2. Is the cross-section of the katana grip oval or perfectly round? You want an oval cross-section for edge alignment. other than that…