I know it's not a new concept, but I still like it. Anyway, here's the progress so far: I also added layers for her eyes closing and her mouth opening. They're not the best in the world, but it's not like I'm gonna use them as animation blendshapes anyway. This will be a second character I'll make. The first one wasn't so…
Very cool under the sea Virtual Reality project has immediate need for freelance artists with gaming experience. Immediate need: taking 3D assets and remodel them into a smaller polygon count. Near future need: modelers and environment artists; big franchise game in portfolio a plus. Knowledge of Unreal Engine 4 a plus.…
No, flash does not a better website make. Check out these good looking sites: http://www.polygoo.com/ http://www.brameulaers.com/ http://www.matroskinworks.com/ Super simple and straight to the point. It's all you need. Anyway, presentation is not really important right now. Your work is. (though, one hint: use printscreen…
Since its never to early to do things right : Make the habit of never working without a clear goal in mind. Sure, you will find tons of 'omg improvised without reference' videos on the web. But all these guys (the good ones, that is!) work from a visual library engraved in their minds eye, aquired after years of practice.…
Interested in working for an exciting company that is redefining the way people play video games? Interested in working for a world class company in a fun, and rewarding environment in Madrid? Then Gameloft is the company for you! Gameloft Madrid is currently seeking experienced 3D artists specialized in environments to…
Hey, A good guideline is to make something look as good as possible with as few polygons as possible. As Brian mentioned there are a few scenarios where you'd want nice uniform topology and watertight models but for props and enviro art (non-animated) there is really no constraint. You can have floating polygons on top of…
Thank You James for your feedback! I’ve gone back and increased the number of polygons in the Dome, so the shape shouldn’t be too blocky anymore! Along with the changes to the Dome, I’ve adjusted the topology on the Collar, so there aren’t as many polygons that connect to the Arm Ports. I’ve also retopologized the Head,…
So far so good. Instead of starting a new thread, thought I'd ask here. I can get to level 6 with the mesh I'm currently working on. A little over 1 million polygons. I try to go higher and I receive the error, "Not enough memory to complete this operation." I have 8gb of RAM running on Windows 7 64-bit. I'm going to shut…
Gerbeiter, For testing out baking on a simple cube try this: 1. Remove smoothing from all polygons (no smoothing groups) 2. If this is a perfect cube, there is something wrong with your UVs. The two shells on the right hand side are smaller than the other four. make them all the same size. In your unwrap modifier, select…
There's always a seam or hard line like that on D3 models, it's even present on the original models. If it's a character model you will have to use "unsmoothtangents" in the material file (look at some of the default shaders for character models in D3) as that 'forces' the polygon/lighting relationship in game to behave…