Hello guys I starting to modeling props for my project and i bit stuck with problem which im personally called "middle point problem". I.e.: 1. im afraid to make model polycount too low and lose some details, and 2. same time im afraid to rize polycount with no sense. Thats leads me to modeling stuff which are still not…
model This shopping cart is modeled for PC and console gaming. Currently it sits @ 1687 polys (3246 tris). Is the poly count too high, too low or just about right? UPDATE: It now sits at 1412 polys (3092 tris) and you no longer see those artifacts.
I've been working on a hydraulic lift cart for class. I haven't started on my texture yet, but here is my finished high and low poly: The long handle in the back does have an unnecessary edge down the middle (it isn't mirrored) but I'd have to rearrange my UVs and I have a deadline looming. <:(
Hey guys, here's a stylized cart I've been working for quite some time on and off. It is my first FULLY made model, made exactly by myself, without any help or tutorials. First time rendering in Marmoset aswell so that was quite a fun project to work on and to see it come to an end is a really nice feeling for me. Hope you…
Hello, I saw a concept of the last add-on of Wow. This is the Twilight's Hammer Cart, and I wanted to make it a personal addition to my portfolio. Last update : I started working on the high poly in zbrush and I'm trying to make the wings of the dragon at the moment. A single log repeated in radial symmetry. Two pieces are…
hey guys, so it's been quite sometime since I last posted something on this site, but I decided to work on a Merchant Cart based on a concept I found. This is Currently What I have after modelling. I decided to change couple minor things from the concept, but lend me your thoughts and advice, especially for props around…
Howdy Polycount! So for one of my classes this semester i'm making a cart inspired by D3. Here's the progress so far, ill have some updates for yall soon!
Thanks for the fast reply... unfortunately I dont understand some of it!! REally? Thats easier said than done! How would you do this? Wont this add to polycount? Do I really need a quad for EVERY tile on the kitchen floor, that gonna be hundreds of quads.. I knoe you dont mean that, so Im missing somthing. Look at my 1st…
Definitely some good reduction, but there's still some edges you could collapse down rather than delete outright. Going back to #4 of what I said earlier you can still bring lots of edges to tris where you're still continuing them through the whole model Like I said before as soon as they stop being useful terminate them.…
*Final version* Artstation page: https://www.artstation.com/andreacantelli *WIP thread* Some images of the ramen cart that i'm making in Maya LT... This is a beauty render that i'll do in Marmoset or Unreal, i'm optimizing it a little bit so if i decide to sell it in the future or do something similar i could do it without…