Latest Update: Hey guys! First Polycount contest here, I've been a long time lurker so it feels great to finally be able to contribute to this incredibly inspiring place. :blush: also League's been my go-to game for about 5 years now, so I'm super hyped for this contest! I wanted to do something oriental for Sejuani and…
All good, thanks for the tips. Ill check the shadow, and regarding portfolio and working on games, I do hope to work on one simply to say I have lol. So far my only experience has been in QA a few years back, so after a long break and back into art i'm probably just getting a little impatient. AsaNYC Christo Oosthuizen…
@jdellinger98 Both Eric and Ghogiel have provided solid recommendations on modeling and background information on baking. Here's an example of a high-poly mesh with sloped edges and without. Filling the holes isn't entirely necessary but there are certain situations where it makes baking easier and it can provide a softer…
I meant
this shouldn't be there. It's cut straight, right to the end. You didn't need to
make the hole where the spring sits, no one will ever see it, under the sight
leaf - it would be wasted polygons. Otherwise, it's a great improvement. Points 1 and
2 are part of the same problem - it's a milled receiver, so it doesn't…
I will be 100% honest with you. Looking at your past work and this pistol as well you really need to focus on the the basics. Especially the pipeline to creating a model. You want to test out an AK 47, but that is a very hard rifle to model as it has organic curves. I would start a new project and follow a correct…
It's a bit confusing, are you making this in zbrush or normal modelling? The first screenshot says zbrush, but the wireframe in the second says just normal modelling. It's also a bit unclear what parts are just lowpoly/base and what parts are already (turbo) smoothed, but overall the edge widths seem nonexistant. (and it's…
Hey, I want to share with u a breakdown of acacia bark material that I made for this project. In the first part we will make a height, normal, ao maps, and soon in the second part will be creation of color and roughness maps. You can change the nodes for ur needs and get different results. Creating a diverse bark is done…
Ok,
So I am in too deep: I
am supposed to make something that does this (see links), when you
move the model In unity: https://www.instagram.com/p/CgcMZ-jpkGT/ https://www.instagram.com/p/CgweqXfLjwx/ My
idea at the
moment. Make
the model in Maya, rig and skin it in Maya, then send it to
Unity. But how do I make a Rig in…
I dont know if this was mentioned before but there's a design principle saying "form follows function". I think it should definetly apply to a gun even if it is a sci fi one. In that spirit, i feel that there are some cuts and shapes in your model that dont make sense (see below in red). Also, you have 3 distinct styles in…
Thanks you for your feedback, it's very nice to see that I'm not totally of track regarding the style and my scene concept. :) I'm completed the scene layout today. Next are the tiling textures (floor, wall, carpet and trims) as they make up the biggest part of the scene. Current status: I did some small changes and worked…