Like mentioned, studying/observation and practice is the key to improvement (I'll read "AAA" as "high quality"). Also asking for help if you're stuck, so good on you. I think the rough aesthetic is already there, but many elements look like guesswork or a bit random. One thing that stands out immediately is the wobbly…
What according to you should be the number of triangles in models and assets for the environment? Is the present day times, you have to pay attention to the number (of course within the limits reason). If so, what limits should oscillate? I would add that I mean the third-person game.
Howdy, I've made a new thread to show my portfolio work here. Artstation Page: https://www.artstation.com/artist/revolutionart My Website: http://www.revolutionart.nl/ UPDATED 2017 - as of 2017 all comments are updated with updated art and new art! Oakley Gloves version 5: Artstation Project POF308 Rifle 2016: Artstation…
Hey guys can you let me know what you think of this model so far, i want to make a game version but this is what the high-poly looks like so far. Ray gun inspired (: It shoots from two places, the big part on the bottom would be a super ray shot and the top is normal shots -The green on the front would be some kind of…
Hey guys been suggested by a person to come to Polycount for some advice on how to UV. I've tried several methods on how to uv this character without making the seams too visible. I've tried to paint them manually in 3D coat, mudbox, zbrush with projection tool I've also used body paint 3D. Haven't tried Mari may consider…
Well, I am probably an exception to the rule but I'm much less likely to buy software licenses if the software doesn't run on Linux. I will occasionally make exceptions for software that's unique like Zbrush, IPackThat, Toolbag, or Substance Designer (both of which I have a license for) but otherwise I almost never buy…
On one hand it looks very nice. Do whatever looks good and speeds up your workflow right? On the other it looks like it would be hard to get good mask in order to blend it with other materials and doesn't demonstrate any knowledge of materials like procedural do. Do you use Photogrammy for your personal work, and if you…
Today I want to share with you tips on using Udim, texture sets, texel density, padding, mipmapping and other techniques in various situations and when errors occur.This material was created by the author himself, but it also includes information obtained from other sources. Editor and creator of the idea: Daniil Lyapin…