Well her skill and personal sense of responsibility aside, the point is the last part of your argument. She shouldn't have been getting A's at all. She realizes it (when that came to be is up for debate), but the school didn't. And that was there job. To slap her down if she's making crap, and then guide her in the right…
Ive tryed exporting w/ and without GOZ, its all welden with no holes, and the result is the same, when I try and export into zbrush I get awkward extra geo between her legs. Cant have that extra geo...Im stumped again. Any help is greatly apreciated!
Thanks. I'll keep that in mind and will focus on making others optimal for their purpose from the start. I think since my portfolio is already of few assets, I'll keep them as is for now and replace them with newer ones when i get the time.
I’m working on a 3D pet battler game where players hatch eggs, collect powerful pets, and use them to defeat monsters across different planets! 🐉⚔️ Our ultimate goal? Rescue a captured best friend from the strongest monster in the game! What We Need 💠 Digital Artists – To create pet designs, monsters, environments, and UI…
Hi i was wondering if anybody knew of a good reference for triangle limits of current gen assets. I'm working on a weapon in the mindset that it is for a current gen first person combat thingy and i was wondering how much i should limit myself in terms of triangles etc.. Also i know about the differences in triangle counts…
If you go poking around in a next-gen computer game and take a look at the art assets carefully, either in-game (no-clipping to get really close is a good idea, or using sniper rifle zooms, etc :-), or in the editor, is a good idea to get a good idea of polycounts.
Haha, I didn't mean to cause so much of a hub-bub over naming this thread "next gen". But ya, I agree that it should be called current gen... or just "Pillar". I'm still getting a feel for high rez textures and using Zbrush to make the normals. I will indeed keep at it until I am a very comfortable "current gen" artist ;)…
I'm curious, what did you expect to get from your post here, but you didn't get? We do value feedback ourselves, on how we can improve in providing a community that hopefully helps each other improve. What's wrong with our responses that makes you seemingly want to rage-quit? It's a sad outcome that I'd like to prevent if…
So I decide to go ahead and take this to game res. I feel like its in a good a place having had only my own eyes on it till now so I'm hoping to get some final feedback before calling it done. Slight disclaimer; I changed a lot of the polymer to painted metals since having so much plastic was making it rather look dull.…
if the geo isnt the same, it only works for everything but tangentspace normalmaps. so if you go for a normalmapped character, make sure the topology is identical. or the normalmaps are made completely flat, not baked from high to low geo. with hard edges and flat geo you might also get lucky, dependent on how close you go.