Working to better my understanding of composition and value. Some quick thumbnails. 1. Nuclear explosion in large city 2. Evil fortress gates opening to bridge over lava. 3. Soldier surveying desolate battlefield. 4. Low orbit temple corridor. 5. Starcraft Marine in trench disposes Zerg (Broodwars Intro) 6. Secret meeting…
Basically, you take a traditional low poly model, with smoothing groups, apply a turbosmooth (make it smooth by smoothing groups), do anywhere from 1-3 iterations (controls edge softness), then add another regular turbosmooth. You get a pretty good high poly model with way less effort and way less control edges. The only…
I do have one. I know exactly where things get cut off, I just don't bother with that mock-up until I'm done. If I don't design outside the bleed, I'll end up trying to crunch everything down so it'll fit. On the mock-up(which I will eventually have the design on...it's a full scale deck with 1:1 dimensions, whenever I go…
follow up to that weird giger'esque thing i posted few weeks ago, deciding on a much more simple look for my team's android game. This is a mockup for level 1 background, the player will not see all of this at once, and there should be parallax type background scrolling, and bubbles and shit later. If you don't know what…
Technically...don't we all come from a box? :poly142: Looks like a very characteristically strange woman..or a man w/ small boobs. Transgender? Pixelchoat: Love your rednecks! Photosourced textures ya? I'd say the weakest part of all 3 are the feet/boots. The shoes all look inflated, and the 1 set of feet seem off (the…
At full-size 1024 you might be fine, but once it mips down to a 512 and 256 you could get noticeable artifacts. Unless this is something that should never mip down like a FPV weapon, best practice probably is to pad according to the 1/2 or 1/4 scale mip rather than full size. Very clean packing job either way. Wouldn't be…
Hey Snipergen, lookin' stylish! These guys seem to be entirely lacking cheekbones...And you're spending tons of tris on those ears when I get the feeling you could get away with way fewer there. Something to keep in mind (that I got burned by just recently) is your eyelids should, ideally, have the same number of facets as…
@tottaire: That's looking pretty damn cool, man. I can't find any critique at the moment but I would love to see views from the back as well. Keep up the good work! Edit: Ok, I found some: The clothing piece between her legs has a whole lot of polygons. I think you can get away with 1/3 of what you have right now. Here is…
Decided to have ago at the cghub bust competition. Mainly working on realism pieces for my portfolio at the moment, so thought this would be a nice break. Here's blockout stage 1 and 2, decided to go with Bernard from Day of the Tentacle after some quick low poly blockouts. I actually made Bernard a long time ago in real…
Ok I will create a thread for all of my stuff to go in, 1 too keep out of here for people who use it for inspiration (and people who blow a fuse waaaay to easily) and in the hopes I can improve my skills, and probably most importantly to allow me to get more of the helpful constructive criticism that I have been receiving.…