Working on a spider tank mech thing for a class and this week had to post up here for crit. Working on creating my low poly from my high currently but I'm open to other ideas on how to make this high just a little bit better. Red will be an emissive texture in the end. Reference:
Hi, I'm new (new as in I just now decided to use this account) to polycount and was wondering if you guys have any tips on how to make this walk cycle better. If I had to guess, its biggest issue is the stiffness, but I can't seem to get rid of it, any tips? https://www.youtube.com/watch?v=8XBxnWAUaRg
Congrats on landing that work! It took me about 2 years to get my first job, but I had the benefit of having studied in a dedicated 3D Animation course. I'm not sure that I would have stuck with it if I was learning on my own, to be honest. On that note - it can help to do a 3D animation course or something similar…
Here's the wizard I did for Bard's Tale IV for their kickstarter pitch video which helped successfully fund the game. You may visit https://www.artstation.com/artwork/8ZJeO for more views and the tutorial.
I made a Rhino tank! Modeled using this ProBoolean workflow (which is just the most excellent thing) and textured in the Quixel Suite. Realtime preview and more screens on Artstation: https://www.artstation.com/artwork/0Lvww
Its been quite a while since I posted here since I haven't hp modeled in quite some time. But here is a M26 Pershing American tank. Any feedback would be appreciated:)
Hi there! Couple days ago I decided to pick up one of my tank sketches and go forward with it. Currently I am in blockout phase, so I'm quite open to suggestions and critique
Hey, I like the mood of the images. But do you have neutral images of your tank too? Because of the dark materials of the tank combined with the dimmed light, it's difficult to give proper feedback.