Your missing the point, as a lawyer why would you want to work in games or as a doctor why would you switch that career for working in games. If you want to do 3D or make a game, get familiar with a tutorial. In the past when I attended a few global game jams, I have been paired or met folks that are just in it as a hobby…
Armor and stuff looks really good! but I agree with @polymator that It might need some material separation. but my biggest concern if the face, especially the eyes are giving a kind of crazy empty look to her. you can probably fix this in the textures and tweaking some polygons in the lowpoly, Lee can probably help you out…
Thanks for all the comments guys, some great tips there. @Drav - Yeah the wireframes are pretty screwed now you mention it, I'm sure there was a way in Marmoset to turn off hidden lines. I'll have to check it out, probably best to take those down for the time being. @SimonT - Thanks man, I guess I could take a look at the…
on the topic of custom brushes--i'm not going to share the actual brushes, since it seriously takes like less than 20 seconds to define your own and it's much more rewarding. and the "look" of these pieces really isn't so much from the brush choice, it's the use of layers set to overlay and then unsharp masking at the end,…
Looking better dude! The upper lip looks too narrow to me. and the lower lip doesn't appear to be wrapping in/under the upper lip correctly (at the corners). Get some reference of a person at the 3 quarters view. The cheek and jowl area (area around the mouth) should be more defined. it still looks too flat there. The…
looking good so far. I would say just keep working on the forms and making sure they are correct from all angles. I see some stuff that doesn't make sense right now. Like massive forarms from the inner angle and from the outer angle they look tiny in comparison. The curve forming on the back of that viewing left calve from…
If you only learn one thing from this thread, it should be this. I swear to you it's the most important advice for low poly modelling: Model the geometry that give silhouette to your model. Collapse in discard geometry that does not add to the silhouette of the model. Everything else is situational advice, exceptions to…
Assigning into lightmap is based on lightmap texel density you define for each object. You can lover texel density for meshes far away where you don't need such density. Beast will pack and scale UV chunks based on unwrap settings you define when you importing your geometry and texel density. About assigning objects to…
@Gelatin Hi man! I guess you could say this is a 'how do I think about thinking on an approach' for creating an environment. There are many tutorials to help give you an idea on how to create a number of 3D assets, based from a single/multiple conceptual images (whether it's another artists concept or your photographs)…
[ QUOTE ] hey lookin good! Im very confused by something though, I was always told at school that anything more than 4 sides to a polygon was a no no. [/ QUOTE ] I really wish schools would take the time to explain why, instead of just packing hard and fast rules in a cannon and firing them off at students. Most engines…