I finished following the dragon skull tutorial I was watching. I learned a lot from it and hope I can keep improving going forward. I have been more focused on sculpting lately and need to get back into more traditional modeling and finish the environment course I was going through.
Hello everyone, I finally finished my character that I was working on since 2 months, I am quite happy with the final result but I really need some advices and critics from other people. I need to step back a little bit because I was working on it everyday. Here is the Beauty Shot : And here are the 360 + tricount : Here…
Hello everyone, I finally finished my character that I was working on since 2 months, I am quite happy with the final result but I really need some advices and critics from other people. I need to step back a little bit because I was working on it everyday. Here is the Beauty Shot : And here are the 360 + tricount : Here…
Hi guys. So I finished it and presented the short showcase video, which I link down below. I would really appreciate your thoughts on it. At the end I ended up creating two different lighting setup and I took your advise @d1ver and made my god rays/moonbeam a bit more prominent with a strong light source from the rose…
Sorry to derail your thread more with pointless bickering... The CB is looking good =) EQ, That's pretty much that's my point... with an important caveat: Add details like that where they count. Don't bother wasting your time to detail the under side of a rock if its never going to be turned over. Just because you can pack…
Hi! I would try to get away modeling them and apply tiling textures. Surface variation can then be added through texture blending. Geometric detail through meshes layered on top. You will probably need to figure out how to blend meshes together, so it all looks like one solid piece in the end. You could use some mesh…
Hey there, I've been here a while mainly lurking but I do occasionally post to help or show work. I've been working on my portfolio as of late and been trying to really push the bar when it comes to area's I can be hired in and also just overall quality. I'm trying to get hired as a prop/weapons/hardsurface/env artist. (I…
Hey Polycounters, I've been looking for someone to share, compete, work with and collab with making and complete unreal games in the range between 1-20 Gigabytes. I have an extensive unreal library and although I'm not looking for any specific Jam or Project I am looking for a specific person. I need someone that has some…
wow, finally they explain why their envs look extremely crappy! After spending 1000 drawcalls and 600.000 tris on characters there was simply nothing left for envs.
I’ve been working on quad remeshing workflows for animation and game assets, specifically around edge flow consistency and deformation safety. Most automatic remeshers are fine for previews, but I kept running into problems on denser meshes where diagonals and uneven flow made rigging unpredictable. Below is a before/after…