I'm not sure what the appropriate tri count for a tank is, so hopefully someone more qualified than me can speak, but I would say no more than 20k for a current game. That's just a guess. As for texturing, here is the best tutorial I have seen, and it is pretty relevant to what you're doing.…
This site by Inigo Quilez is a really nice source for stuff that I like: http://iquilezles.org/www/index.htm I also made some distance field primitive functions, and the smooth min, for blending them, based on these articles from his site: http://iquilezles.org/www/articles/distfunctions/distfunctions.htm…
https://sketchfab.com/models/196063ea306149a491c756e9284d176e Original Post 2/15/15 So, here’s my concept of the scene that I’m planning to make for the Polycount Tower project. Ever since it was announced, I was thinking about making a hand-painted scene. Around that time, I started playing WWE Immortals, a mobile game…
my good sir, you have amazingly recreated one of the greatest new generation armored cores out there, though NEXT's are epic compared to their Raven counterparts... you have compelled me to work on a low poly armored core model for an assignment in my college courses ^_^ Please keep up the awesome work, and if you need any…
I have been collecting portfolios for the past few years and thought other people might find the list useful. It's a mix of people I know, work I really like, and newer artists with work that caught my eye. I do a quick run through where I open them all about once a week. I find it really useful to keep track of what…
I can't understand why you asking for meshes , you probably mean UVmap? , skins are already uvmaped , although there are not the easeast to understand or apply a propper cammo patern the vehicles/tanks have an already UVMAP (otherwise wont be posible to be inside). So skiners have to understand they way that existing uvmap…
Well, "practical" could mean many different things. I am with Computron - it seems extremely promising so far and the various (small scale) tests being posted look great but who knows if it will turn out to be useable on full pieces. Maybe scenes will slow down to a crawl and require a lot of freezing of the MF meshes ;…
Hello all, I would like to share my latest work from commission by Kevin Haelterman based on concept work from Andrius Matijosius & his WW0. Its been quite an opportunity working on something that has rich personal backstories surrounding this character as its based on client’s actual great grandfather who served in The…