Thanks HP! It was requested that I be as generous as possible with a lot of the little bits, but I agree, if this were a real game asset a good optimization pass would be very important. Getting 25k triangles for my budget was like winning the lottery and not knowing what to do with all of the money.
Thanks, guys! :) I am seriously still shocked with all this and trying to absorb it.. I got a smile on my face that hasn't let go since yesterday when I got the call from HR. I can't wait to get in there monday and work and learn stuffs!
Trying to learn/get used to zBrush some, sculpted a head i'm really happy with (shoutouts to hazardous-arts for making that skin material, it's real good), even though I forgot the ears early on and had to add them in later. Right now though i'm not sure how to actually present/render it properly... Is zBrush's own…
Made this for a game-art competition. Theme was "Post-Apocalyptic Vehicle". 100% self illuminated max viewport screencaps. http://files.eatpolys.com/3d/civic/civic-texturesheet.jpg I only managed to get the diffuse done before the deadline, and even that was a bit rushed towards the end. Had a specular planned and was…
Thanks man, will definitely work on this. Tzz said: Thank you! Yes, I'm still fairly new to substance painter and couldn't figure out how to get those brushed metal textures to go along the armor. Need to watch more tutorials lol, I appreciate the feedback.
You mean with ambient occlusion, like a high quality clay render? That's pretty easy as you don't need lights. If you mean with materials using final gather and or global illumination it's a bit more complicated and depends on geometry, size of scene and other factors to get a 'correct' render.
get yourself a screen shot of a game you like,- think that it could match the engine ect. and study the model- thats imo. the best advise - instead of aiming for precise poly counts.