Hi, Im new to polycount and I hear great things about the community here. I recently took an environment class from Clinton Crumpler to learn how to create environments in UE4 so I can become more familiarized with the process and better at the art. As you can see I still have a LONG ways to go. I will keep working on it…
Hey everyone! I want to really start documenting my process of learning ZBrush and highpoly workflow whilst I search for a full-time position. So it's time I booted up my own progress thread to share and perhaps get some feedback as I set out on my quest seeking ANCIENT and ARCANE knowledge from the masters who lurk in the…
Hey Guys, I was told that this is a great environment to get some feedback about your work. I'm currently in the process of finding a job in the games industry. My folio is far from perfect, in fact compared to some other stuff out there it's down right embarrassing, but it's a work in progress and it can't hurt to get…
So a little bit of a small update here. As a PostProcess, I think I'm fine with the dithering effect being powered by the average brightness of the scene, rather than a lighting dot product (which could return weird results on unlit materials)- it just makes more sense it would be based on the overall brightness of the…
Hey guys, I am a college student and I was assigned to enter this contest. I created the Juggernaut's helmet using Lightwave. Links to works in progress below: https://lord-macaroni.deviantart.com/art/3D-Model-in-progress-742335737 https://lord-macaroni.deviantart.com/art/3d-Model-progress-2-742335754…
hello guys, thanks for all comments and critiques, this really give me more idea for other Character take some care. This is more old, some six mouths ago completed and the modeling i finished november of last year. This model in process had some trouble, for don't have the real concept for take this exact idea, lost…
hey jus alittle progress update, i was having alittle trouble starting the head but now i feel its going in the right direction. @samfisher84 im making the head a separate mesh right now and will combine it later like i have done with all the parts of the creature. i find it is easier for me to build my models this way.…
These aspects as Emil mentioned are required knowledge to becoming a good painter! Think of 3d for instance: you wouldn't put in fine mesh or texture details before you have the main shapes perfected, would you? It's a similar process with concept art: you create the main forms and shadows that support them, then build…
so progress on this so far. Here are some test renders. Looking to get feedback on my texturing. I'm going for a used look, not completely destroyed/damaged. Just a few years old maybe. I also would like to know if this is in the direction of being portfolio quality game asset. as that is my ultimate goal. I will post the…
This is quite a good point. In particular I think your metals don't read very well, they seem to sap light from the scene when they should be contributing most of the highlights. This might have something to do with the lack of a wider lighting/environmental context. I really like this post for its metal material…