I'm not familiar with moebius but it looks like it could use more detail work; wrinkles, wear & tear, rivets, etc. Some of the straps seem rather plain especially the edges. Download some alphas and take advantage of the high polycount. Good luck
Thanks for the feedback, yeah I primarily did use a box modelling approach to create the base mesh probably isn't the most ideal method of getting more sculpted organic forms like a human body, I did have a reference character sheet to work from when creating the base mesh but as for the accuracy of that base reference I…
*Edit: Hi guys! I have enough artists for now. Praise the Lord. Anyway, thank you all Polycount community and I'll post here if things change! Hello, I have been working on a new Bible-based Trading Card Game for about four years now. I am looking for about 20 more pieces of artwork for cards for the first release, but am…
https://www.artstation.com/artwork/04gzvV I've been working on this character off and on for a little while now. I spent a majority of the time in UE5 trying to achieve some great look dev. Aside from the wireframes, everything was captured in UE5. Polycount for the character is 64k tris, and the gun is 5.3k tris. There…
Hey Polycount :) Here's a little axe of mine made recently, 647 Tris total - PBR Metal/Rough textures at 2048x1024 scale Software used include blender, houdini, substance painter/designer, photoshop, and presentation in Marmoset 4
Finished a blockout for my next project. Hoping to start working on the high-poly sculpt soon! Once I'm done with that I'm gonna try and actually finish retopo and texturing lol (First post on polycount btw idk if I'm doing this right, feedback on my stuff would be really neat.)
I'm running a i5-4690K, a GTX 970, and 16GB of DDR3 RAM. So I understand having to work around your computer limitations. Though I don't do character work, just environment stuff. Understand that you don't always have to have an insane polycount in Zbrush to get good bakes. It's tempting to crank up the Sub-Ds until each…
here are a few things which i think keep this from being a great texture: firstly: lack of color. no color in the specular map and desaturated overlays show me that you're being far too timid with it. color is such an important thing when making real-life items, and simply boosting the saturation in photoshop makes the…
@87roach Hey thanks for stopping by! :) Yeah the lantern is far from perfect and I was going to add more damages and such to the lantern, but my time-frame for my project hand in is slowly getting closer and I'm wanting to try and get some more meshes out. I'm quite worried about getting all of this in an engine and making…
I agree the lighting looks weird. Of course in a 3d enviro you're always gonna have 'bad angles'. But for a static shot you can achieve a 'perfect angle'. Right now it's really bright and suggests daytime, but your skybox suggests night time. Also, seems like the light is coming from right behind the player, which makes it…