I did a little research on "exploding." Does that mean moving the pieces so that they are not touching and then putting the pieces together after the bake? I think I'll try that idea. However, I'm difficulty moving a high poly piece to the low poly piece. I've read this technique about using keyframes when exploding to…
Finally, a comment! @3Dreaper: You raise a very valid point there, most of which I agree with. Firstly, I wanted to create the impression that someone has had their hands all over the shoulder stock hence why there are moisture marks all over. But toned down you reckon? Might be a better option in the future. Your…
thanks for the fast respond Eric . well yes this is for rendering in Max but i might try rendering it using unreal engine 4 that is why i didn't use 3d procedural displacement i don't think it is possible to export that to unreal but i am not an expert for sure . i think i didn't make the problem clear enough ,well this…
I think everyone works a bit differently ! I personally like to mix things up, especially at the blockout stage - merging primitives together, running some Dyntopo on them (Blender's adaptative subdivision remeshing), using sculpting brushes on polygonal models to adjust them freely, and so on. I think inefficiencies tend…
Looks really nice man! :) I'd forgotten we're getting a new Star Wars film soon! There's nothing stopping you going back and making a specular map for it. In fact I'd suggest that you do unless it's an artistic decesion not to. 59K polygons is very dense - I've heard of AAA using like 30K polygons for a character (I think…
The beard is a bit odd; vikings (in general) were not known for their meticulously sculpted facial hair... Large & bushy beard? Fine. Beard just coming in for the young 'uns? That could work... The color isn't working for me. It just seems muddy. I'd recommend picking a more traditional color - brown or blonde, or possibly…
For characters as long as we are faking our way around the limitations of using polygon shells with the simplest of deformations I don't think we can. It would take a real paradigm shift to make things interact like real life. Until then it's like looking at sophisticated versions of Some of these are pretty good…
I like it! I would suggest removing your 'First 3D Art' piece of the blue woman with pink hair. For future projects, I would suggest adding more polys where it matters, so you don't end up seeing those jagged polygon edges in your portfolio. Good luck getting your first job!
Although i would like to get some closeure on this one i find myself in agreement with you nealb4me. Model a few more cars without the mapping and texture and keeping an eye on the polygon-distribution as well as non-planar faces. Thank you both nealb4me and flow3d for your critique. I'll let you know how is turns out
Thats friggin' mindblowing, i would've NEVER guessed that they had used vertex colors :O. Now-a-days with the lesser impact of polygons on engine performance i bet we could do all kinds of crazy stuff (just too bad that the development of vertex painting tools has been stuck in the same place since forever xD)