Nice job! End result has really nice texturing work. The wireframe could use a significant amount of optimization I think. Usually for a game asset like this, you would want to have the edge flow match the design details, rather than being an evenly distributed quad grid. Curious how low you could go, and still preserve…
@piorAlso didn't have a drawing tablet at the time, actually still don't but currently looking at XPen's Artist 12 for what I want to do plus within budget of what is affordable. As for using AD to sketch with, well once I became comfortable dealing with each layer - masked curve grouping and various output settings this…
I'm looking to create 3D stylized assets and props of various Solarpunk styled scenes like this example: (source: https://www.artstation.com/artwork/dOxBwe ) STYLE I'm targeting a cartoon/anime stylized style similar to "Valorant" or "Borderlands 3" or "G.I. Joe: Operation Blackout": Another example of the targeted…
I like the variations, but the mid-level shapes are looking all a bit blobby, compared to your refs. I think you could be better served by using lower-poly meshes, with tiled textures and multi-texture blending. I'm reminded of Anthony Vaccaro's work on Uncharted 3, for example. https://www.artstation.com/artwork/rZAvJ See…
We're kicking off another contest here... The Polycount BRAWL² Tournament! _______________________________________________________________________________Theme: Multiverse / Mad Max / Dystopian world, with the Inspiration of previously designed titles, stories and designs by gaming artists of the past, present and future.…
Maybe you have already tried this? However, what I usually do to keep style. I have a hand full of alphas and brushes I always use for wood, metal, and or rocks. and I usually go about sculpting them in the same order each time. Clip curve > move topo > Trim dynamic on "edges" > the same 2 alphas every time > Orb flatten >…
Hi there everyone! After years and years of not really being around, I have an actual project to work on again.We have thrown around "Platinum Formation" and a bunch of other names, but insofar nothing has really stuck. For now I can just describe it as like Assault Suits Valken/ Front Mission GunHazard where the main…
I’ve been trying to get cleaner highlight flow on this model, but I keep running into issues where the highlights feel muddy or break abruptly — especially on larger surfaces and edges. I’m working in Toolbag using HDRI + a few lights. From a modeling standpoint the surfaces should be clean, but the highlight flow still…
@5rettski Observation and speculation can be informative but sometimes the best way to learn is to actually recreate the effect by starting from first principles. It may be helpful to break this problem down into it's constituent parts then work through solving each of them individually to build up an understanding of the…
Below is an example of what I am trying to accomplish, It might be very complicated but I need it for my idea to work. I cannot split up into maps, this is why I am asking for this. Example 1 I want to be able to call only that section of the map on let's say a "particles" system, I want to use my own geometry to project…