yeah 30k Polys is not really a game res amount. Normally its under 10k. I can see how the accessories add to the polycount but can you give us the poly counts of the Character and its weapons seperatly. Also a wireframe would be good as Dirk said.
So we will continue. After applying some effort mudbox work was completed. The next step was to create hairstyles. Hair was done in Maya, and there have been set up materials and lights. But let's get to the results. Model with height map and normal map: And fully textured: With wireframe:
High Poly I cant seem to find the textured high poly version of the hair so these renders are using the low poly model on a highrt sub division Low Poly i will post more images soon of the wireframe, texture sheets and highpoly if my computer will allow
No, I didn't. That wireframe render was from Marmoset, and maybe it's the field of view that makes the jaw to look a bit broader. Anyway, the next step in my workflow is to project the original head sculpt to this new topology and start sculpting skin details. THEN I can finally start baking. (;
I think the best step you could take right now is posting up some of your previous work, wireframes and texture maps. A lot of people start adding normal and specular maps when their modeling and basic texturing and UV skills need a lot of work.
lets get a wireframe?. This gun could use some more tris to soften up the organic shapes silhouette. In specific, the two grips and the butt stock. Try putting some of the contrasty damage we see in your spec/gloss really subtle like in your diffuse.
Very nice metal ! I just think this hammer looks a little bit like a plastic ( I mean this holder, sorry for PRO english :D ). Maybe there is too much specular. Did you beveled the edges on the anvil? I just can't see this on the wireframe :D
May I ask what's the name of the company? Regarding the model, I can't tell you if you should or not showcase it, but I personally wouldn't, the textures look rather unfinished, don't forget to show the wireframe because its supposed to be a game model, and the render is not helping either.
kk wireframe comin up ill also make an 8 heads in photoshop for proportion, other than the hands being large which was intentional i dont think its super far off, as for the armor, i get that crit alot, ill work on the weight and believeablility of that
We would need to see your wireframe in order to comment on your topology, but it looks good so far. Proportions seem correct and you don't have any visible shading errors. The likeness isn't 100% though, but I'm not sure how accurate you're aiming to be.