Greetings! We are developing a premium browser-based 3D configurator for fiberglass swimming pools and are looking for an experienced realtime technical artist / game-ready asset specialist to assist with optimization, retopology, material conversion, and realtime rendering workflows. We need someone who specializes in…
Hello! I'm in the process of making my second character model. Taken a lot of mistakes and learning to get to this point. I've been stuck on something the past few days though, and I'm unsure whether I'm doing something wrong or if I misunderstand the process. I got a sculpt close enough, then moved to Blender for…
How do people get so much resolution in their textures on low poly models? I get really low resolution on my faces for 512x512 textures but I see people get really good faces when they have low poly. Mine: What I'm trying to achieve: this is a 512x512 this is a 128x128
Hello everyone and thanks for all the previous comments and support! Just wanted to keep you updated about Cghub We are still working on the website, here are some notes on whats going on: 1) 3d models library increased to 920K+ assets so far B) (almost 1 million!) 2) The main issue we are currently facing is website SEO…
Hey Polycount! I'm looking for passionate 3D character modelers to join a pilot project I'm building from the ground up. This is a volunteer role for now, with real potential for paid work as the project grows. I'm not locked into a specific art style, stylized, semi-realistic, whatever you do best. As long as the quality…
This discussion was created from comments split from: How The F*#% Do I Model This? - Reply for help with specific shapes - (Post attempt before asking).
Splitting normals before baking is a good process. We have a bit about why this is important: http://wiki.polycount.com/wiki/Normal_Map_Modeling#Smoothing_Groups_.26_Hard_Edges Also some great examples here, along with info on why those extreme gradients are best to avoid…
My general workflow goes as: Make High Poly > Make Low Poly > Unwrap Low Poly> Bake > Paint > Use low poly model as final asset. My final textures fits perfectly to the final low poly model but it is a low poly model and doesn't look very impressive. And my textures do not fit to my high poly model, because unwrapping…