Well, it's been a whole 4 years... maybe its time to update this with some new stuff? A good comparison with time and learning to show improvement I'd say. 2018 Working at Splash Damage on Dirty Bomb A lot of the weapons had to fit a style of quite rounded and fat while still maintaining very low polycounts while working…
Nice move Anuxi, I've wanted to mention this for some while, it's good that you brought it up. If it's ok, I'll bring up whatever I can think of not only LoD0. 1. Tiny: Weapon LoD0 Triangle Limit: 1200 LoD1 Triangle Limit: 800 Texture Size: 256H x 256W Tiny is huge, his weapon is huge too. his weapon is 4 times bigger than…
Nice looking concepts I would never get to demon viking tho while looking at the images Also maybe just a little more stomach, he looks like a skinny shaman, the bottom right image of your thumbs had it quite well. The concepts are definitely cool, but I think youve gotten a lof off from your goal of a viking demon Each…
Outstanding work! Your skills have definitely come a long way since school. My small feedback is to make the texture around the trigger a bit more worn. Have more metal highlights on the inner curve, as if all the use from the player has worn away the paint down to the bare metal. Same with the grip under the barrel. Just…
Update: After choosing to do a sneaky assassin type character, I have been researching some dual sword fighting techniques and stances. Since I couldn't find a lot of good sneak reference, I have been making my own and also looking up some posing for sneaking with swords/weapons. I found a bunch from google which will be…
Everyone here has excellent suggestions and feed back. I have been suggesting this to various people here on Polycount so below is a copy and paste. If you follow this tutorial it will teach you a great deal about modeling and UV mapping. I would start a new project and follow a correct pipeline. I suggest following this…
The font you've chosen for your name is difficult to read, and your contact information is too small. When showing objects, I'd strongly recommend starting with a full-body series of images before moving on to close-ups of specific parts; starting with a tight zoom (even on a high-poly model) is rather jarring. I'd also…
Don't know if this has been said before, but I'd love a zombie mmo. Dead rising's levelling system and insane amounts of weapons + Left 4 deads action + resident evil's zombie crocodiles / mmo = WIN! I can already imagine some jobs/classes, would be awesome if it was kept realistic and simple: Medic: Good at healing(duh),…
Actually, they have replaced the original l4d weapons with new ones. And the characters. And added a whole new class of weapons. There's a large list of differences. New Characters, 5 New Unique Campaigns (which means all new assets for the swamp, carnival and others that aren't just towns or city environments) 5 new intro…
I believe OP is talking about some kind of mechanic where as the player gets stronger or some value increases (kills, deaths, progress, etc.) the weapon scales up. Armor is sometimes handled in a different way especially regarding chest pieces and things that would encompass the player mesh. If you're looking at using…