MindOverEye Studio is looking for Los Angeles Area, on-site 3D Studio Max game/real-time artist with Unity Engine experience for a current project to start immediately. We are based in El Segundo and this is a short term contracting position. The responsibility of the artist will be retopo-ing high resolution CAD models…
Hello, this is the first character model I have created for an upcoming game of mine and was looking for feedback regarding its model and texture. Created in Blender: 896 Verts, 858 Faces, 1708 Tris Texture Size: 512x512 All comments and criticism are welcome. Thanks! EDIT: Wireframe
For the most part the topology looks pretty good. Watch that third loop around the eyes though - it looks pretty wonky there at the outer lower corner. I would try to continue like the first two loops a bit more. Same with the mouth.. I'd like to see a couple of clean loops surrounding the mouths before it starts breaking…
[ QUOTE ] Practicing some facial meshflow after the desaster that was the previous one I made. [/ QUOTE ] Not bad, especially the mouth area looks good. You really need to work on the connection of the nose. The best way would be to use the loops of the lower cheeks (those running outside of the fold that runs to the…
-The mesh could be optimized The loops on the abdomen serve no purpose The boots have too many polys compared to the rest (feet are rarely the main point of focus) The face loops do not represent planes well enough for the amount you have spent The ears don't need that much geo (also suffers from bunched up polys) -The…
ive read that topic on cgtalk as well ... i think the main trouble is there is 2 different explainations for edge loop modeling , 1: is the flow of polys (tri or quad) follows the general flow of the muscle groups . (this is stalbergs method) 2: a model is literaly made of loops of edges , that join up at either end .. and…
The grout is too flat. You should create a zgrabdepth heightmap of your texture, apply it as a mask to a 1:1 plane, and blur it. Then subtly apply a displacement to the plane (either in or out - experiment) and then drop the plane with the displacement to a pixol layer, which you then move along Z as needed. You can also…
AMAZING DUDE! enlarge the sharpen of botton a bit... to make sure it cuts :P.. cause it looks about the same size of top sharpen, add some scratchs or cracks or some braking... its a start i know... im exited bro sorry ill make you a sample :P Does this look better? what do you think?
I am a 14 year old 3d modeler that is going to attend saturday college classes for intro to 3d game art. I need to make a small portfolio with 10 pieces of artwork in it but I am unsure of what kind of work I should show. My sister is a 2d artist and she says that I should post/make work that is original. But I'm not sure.…