Hi everyone, this is the first time I'm posting here so nice to meet ya. I have a basic understanding of topology/ retopology but I'm having a hard time figuring out where to really get started. I want to create low poly game characters that have a small amount of deformation issues for animation, so I would like to do…
Hello everyone, Currently I am taking part in one of the classes on Game Art Institute with Adam Skutt. Class is great, Adam is an amazing teacher! I'd be looking for some visual feedback. I've never done any kind of texturing, so I am afraid I might overdo some stuff. I am planning to create only a bust and then transfer…
Hey there Polycounters, it’s been a long time since we posted something on here! We decided it was time for a new stylized environment piece! At the beginning of this project one of our artists initially decided to start working on a small diorama scene, with a mission to broaden her skillset and refresh our studio’s…
thanks guys ! i will be adding more stuff soon as the NDAs clear :) the site itself is VERY simple , it uses dropbox to create the projects, i dont have to code a single thing and its all fast and seamless, my friend Filipe did a great job with the creation of this template, i will show him what people thought of the…
looking great dude! im curious, how are you going about resurfacing? do you import your sculpted mesh into your modeling app and use some snap to surface to create shapes? how has this workflow been working for you? I have been debating trying this but for fear of it taking way too long i've put it off. You've certainly…
Ron,I think it is shaping out to be a very solid portfolio piece. You have created a well designed, and well thought out environment. I like the way you played the different shapes off each other - thinking abstractly as well as functionally. In other words it looks as if the technical components are there for a reason and…
Looking good! Let me see if i can get some input here: On the UVs, anything that is nearly vertical or horizontal should be perfectly aligned, here are some examples. Even if the uvs become slightly distorted, its worth it so u dont get any aliasing on the model overall. I would still go back to HP and make some changes,…
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