A game vertex typically "weighs" around 32 bytes (that is 8 times the cost of a compressed pixel in a RGB texture, 4 times of uncompressed RGBA). Be aware so that game vertices are typically a bit more than the vertices in the 3d editor. A q3 level like q3dm1 would be like 1.4 megs, a car with 10k polys around 450 kb. Just…
Project Title: Negative Plus Description: In NP you play as Evander, an android who is a soldier for a global superpower. But he begins to question his role in this organization, and seeks out the ‘mythical’ “emotion processor” that would let him hang up the sword and become a human like being, capable of emotions and…
Observation is a foundational skill honed over many years. As an example at art school our professors were sticklers for fine art tenets amassed over centuries of learning, wasn't even allowed near an easel until our collective both life and plein air drawings were met with approval. Human anatomy is extremely challenging…
The wires are looking pretty sweet, but I feel the material you are using is just unappealing. I would make it less mud brown and work on the material specularity as well. From what I can see though, I really like the UBR stock. Really awesome job there. The Mag and magwell seem off, the mag seems to be off alignment with…
Here's my idea to do this entirely in Zbrush. 1- organize/merge your hi-poly sculpts so that each bake-able piece is a subtool. 2-Import your low poly Uv'd models and arrange them above their corresponding hi poly sculpt so you can easily merge them down into that same subtool. Be sure to polygroup each lopoly model before…
Hey guys. I could really use a bit of guidance here. So I'm working on modeling this concept for my student portfolio and I'm having a hard time understanding the functionality of the character. Concept: Btw the end result I'm looking for is a lowpoly character, possible found in the Overwatch universe. Here are the parts…
I'm not sure how much knowledge you have of anatomy, but with the complete omission of boney landmarks and muscular forms, I'm a bit concerned with your reference images. You should take special care for mapping those out, especially if you are using the image as a modeling reference. Also, don't jump too quickly to "make…
Good improvements Mezz! You pretty much fixed the feet, which is good. But the robots right root still slides a bit right before it gets hit. -The hit itself is much better! The flip really helps it. -I did like the original struggle more than what you have now though. Like, when the torso is pulling itself back to the…
It looks really good and you're off to a great start. But some of the key poses are getting a little lost, like this one: Where his leg doesn't really fully extend as it swings over the top of his body. Instead it takes a shortcut and stays bent. I think that windmilling leg and full extension is pretty important.…