Hello everyone , i started to modelling but im making lowpoly first after doing it sculpted . I saw many modellers doing hi-poly/sculpt first after that doing retopology/low-poly which is better? and how to do sculpt/hi-poly first in zbrush?
I was watching my teacher go through my model to help me clean it up. He was in edge mode and selecting a vertical row of horizontal edges and collapsing them to get rid of unnecessary geometry. I am awful at modeling fyi. Thanks in advance! Sincerely, the Noobest
Currently in the process of modeling a car in 3DS. But one subject I rarely see is... How do you model/make the underside of the vehicle and have it look good while also being game practical? If the car flips it will get seen so Im curious to figure this out. Thanks!
Hey dudes, student here looking for crits/advice on my first high poly model. Being an older style chainsaw, finding multiple angles of a single model was difficult so I ended working from 10 pics or so. These 2 were the main sources, though.
This is my first post so yay me. I graduated from college at age 22 and got my degree on game arts. I thought that's all i needed to get into the industry but I was so wrong. I started to realize that my art work was not so great and was not going to make it. I got a job testing games for a few gaming companies but somehow…
Hello, this is the first character model I have created for an upcoming game of mine and was looking for feedback regarding its model and texture. Created in Blender: 896 Verts, 858 Faces, 1708 Tris Texture Size: 512x512 All comments and criticism are welcome. Thanks! EDIT: Wireframe
I absolutely love this style of modelling. http://www.kennethfejer.com/lowpoly.html I've been a pixel artist for years, and I'd love to know if there's a tutorial on this kind of mix between pixel art and low poly modelling? I've tried to just wing it, but it didn't turn out too good.
Base on some sketches crash drew, he did the body and i did the head/weapon. Obviously still WIP. [Edit] The model is unoptimised, so things like the weapon and face have too many polys and I know about them. Timelapse of the head: and the model:
Hey guys, I'm trying to bake out my high-poly model in substance but it seams like it's not exporting with the turbosmooth modifier, resulting in horrible normals. If I collapse the modifier it works but I'd rather not have to do this for all the individual models. Any help is much appreciated!
Hi! These models are from a psp game our team was developing, we had contacts presenting the game at E3 but we was unable to get a devkit (wich we were aiming for) So the game was put on ice. Thought i'd show some of the models we made for the demo.