Hey Wesley it looks great! I am just curious is maybe you could post up some wireframes. I am curious if, for a lot of the details and small paneling, if that is actually modeled in and subdivided, or if you sculpted in those details in Zbrush/Mudbox... Thanks for any help. Looks AWESOME
Really solid work there! I like your newer stuff alot. But one thing i concidered when i made my portfolio blog is that if you have few stuff to show. Try to fill the page out with info, like wireframe shots or images from your texture.
Yes, I was able to set up tesellation base heights. I use a standard plane and scaled it to match my floor. I thought the 'tesellation multiplier' would control the amount of triangles the mesh is tesellated and in wireframe it is showing more or less amounts of triangles, but the height still looks off...
Instead of showing wireframe mode show edge faces (f4), less of a head ache. Focus on your modular pieces for your buildings first then start making props. Also you have way to many segments in that arch you can get away with a lot less. Nice start.
Wow, some really amazing stuff here. Can I see a wireframe of the guns you have running in the viewer? I love the destroyed condos and all the art looks very photo real, nice job! Wait, is the gun comped into that shot, the aliasing looks different than the pillar?
I agree with an earlier poster that the hands and feet on the Magician look small. Also, you have so much geometry in his face, but haven't modeled fingers that can articulate. (Like he's wearing mittens) Perhaps if we could see the wireframe for the body it would help to critique the anatomy.
Maya and its built-in MakeLive ftw Modify > Make Live Every vertex you drag will be snap to the surface of the objects set to "live". The wireframe might be confusing, I use the highquality rendering to make the source mesh visible. You can even make it transparent by tweaking its shader.
@killnpc I haven't added xray because I wasn't seeying the befit from it rather than using Wireframe (F3) as I've always did. But there is also the fact I haven't ever used xray so maybe its simply that I don't know it's strengths or what I'm missing on. Can you explain why you consider it worth binding in your setup? :)
Hello Polycount, I've been working on this project for a couple of months now (mainly learning game model workflow). 3ds max, Zbrush, Substance Painter and Designer and Xnormal was used. Rendered in Marmoset 2. I also have some Substance Materials to present that I created for painting. Old version: Wireframe: Substance…
Hey guys! We were given this concept art from quake and told to do our best job modeling a high poly of it, so this is my work so far. This is my first time doing sub division modeling, any pointers would help! lemme know what you guys think! and the wireframe