Hey Josh, thanks for the kind words on my work, and yeah got lazy when it came to showing some of the texture sheets:) Usually, it is always better to spend a few more polys to get more out of your texture space ( as texture is usually the heavier hitter to an engine than polys ). If your worried about poly count, make…
I agree with Tobo, the rifle has some very odd shapes and things that make it unrealistic. Do you have any experience modeling rifles? If not I suggest you try making a real one from reference first, you could even do a couple of them. Just model it out (prefferably in high poly so you really pay attention details) and…
Malus: Thanks! gir: Oh you - that's just me holding down shift rather than pressing f12. I was tired. Stromberg: Thanks dude! And, yes, you should - it can be really fun. dirigible: Thanks, and here you go - let me know if this helps at all. I usually follow the same process for most things I make, this one is definitely a…
Most game engines triangulate meshes during import to scene, and especially during the baking of the final content to be previewed in real-time. This does not mean exporting with n-gons is alright however, as most 3D painting or baking apps will require a triangulated mesh (usually auto generated via import of a quad/tri…
From what I've seen and heard, demo reels are only really applicable if you have actual animation to show. (IE animator position) If you do go with a demo reel and are not applying for animation jobs, then make sure you have high-res images of your work also on your website/online portfolio that show off the final,…
As in man-hours per project? Of course, unless someone is extremely indecisive and/or willing to spend a lot of time on exploration. Usually, you'll also need more people doing 3D than people doing concepts and while there will often be some overlap, the concept artists will start and finish first. And just in case you…
Hi @de_cbble thanks I'm in my new place and have internet now let me see, for the cloth, I usually just try to get a simulation I'm happy with and then add detail in zbrush you can see the meshes I ended up with on the previous post. That's literally what I take to ZBrush. when detailing the clothing I add thickness and…
Make sure you mess around with your static model's lightmap resolution under properties in the static mesh editor, usually its set to a pretty low resolution by default. You don't really have to bump it up to a crazy resolution for shadow maps, it depends on the object and how crisp you want the shadows. Usually I start…
i don't really regret having attended school. for me, it was about alot more than just learning the required skills for the desired job. it helped me figure out which kind of job i actually wanted in the first place. i had the opportunity to try out whatever i wanted with the tech at school. i got to work with motion…
Floating geometry is almost always better, but there are a couple key factors that affect your decision. Factors to Evaluate: Polycount: Floating geometry will always be cheaper. Speed: Floating geometry is usually quicker to create, especially with denser meshes. Texture Space: Floating geometry wastes texture space since…