Hey guys, this is muy 1st time doing this, ive just started , im just blocking out the main green thing :) this is what i got, i will update every time i can, Crits aswell so i can make it look good :D
Hi, this my first post here at polycount, but i am not new i visiting this forum for ages. I started with this workshop as so many other to improve my modelling skills. So this will be my second gun i make. I hope i can get some feedback. I have begun at the inner handle and then extrude my edges outwards. I am now trying…
Hy this is the first time I take part at an art workshop on polycount. I really start to appreciate such a community and I was especially amazed by the wiki. Anyway here some renders of my highpoly. its not a 100% replica. Despite of all the reference pictures I had a hard time or a lack of patients to model a one to one…
I haven't attempted to model a gun since my early early days as a 3d artist. Got so intimidated and frustrated with them that I've pretty much avoided them since... So I figured this would be a good project to tackle. Early wires!
Join the fun 🍿and watch my latest episode where I reveal the magical journey of turning "ugly" into "pretty decent"! 🤣 Full Episode link: https://bit.ly/42zFLwn
Been a little short on time, and will be again for the next two weeks, but I'm going to do my best to keep this train going. This has been kinda challenging, I'm seeing my shortcomings more, but I'm also pleased that I'm making some sort of progress.. The arrow like thing above and below the main headers are the selection…
Agreed, this was really a side effect of many re-designs. I was originally working with a team to create a much larger game. It was a first person zero-g puzzle game (think doom3 meets dead space with elements of portal) before all of that was popular. unfortunately the art team lost interest one member at a time until I…
Hey guys. I recently finished this model. High poly came out pretty well (3ds max to zbrush -> dynamesh + boolean), low poly is at ~31k tris. Yesterday I finished textures in Substance Painter, and I don't know if that is "portfolio ready". I've got this problem, my textures are always blurred, not so "sharp" as others…