I can do hard surface modeling for both game and animated film. Lopoly or highpoly displacement mapping workflow. Have a look, I am available for more freelance work. robo point below.jpgrobo point below.jpg
SPYFF: That was utterly mind boggling! I stayed up WAY past my bedtime watching every minute of it. SoftImage, eh? Looks like ngons are not an issue for highpoly modeling in there. How well does that translate to game-rez?
Making the prop challenge...Base mesh done, don't know if I'll be making a highpoly and baking normal maps or just finish this lowpoly and paint the normal maps in something like Substance Painter. Any C&C welcome : )
you can just export the highpoly elements separately in 3 different obj files then use xnormals "bake base texture" feature. in options check object ID and it will create a map with random colors assigned to each mesh.
Small update worked on the edges for a bit, not too happy with the texture yet so any feedback on that is greatly appreciated :) , hope you guys like it. Also the highpoly for the ledge, to break up all the scene shots so far :)
quite like your approach on this. the whiteboxing is very good already and gives a great sense of scale and lighting. the highpoly work (and the first tests you already have in the engine) seem to be top notch too! just keep posting :)
Hard to say without seeing the final result, you could try making sure the highpoly is all hard edges when imported into max, decimation master and a single smoothing group don't really work well together.
ah ok i think it is a "Low Poly", the Highpoly have 5 million vertices. Maybe i can try to do some LODs. it was only for a showcast but i think this would be a nice training, i keept this in mind.
Mmmm looks pretty solid at least for me. If i need to criticize something... the hands and the belt lack of details compared to the rest of the design, but probably it´s because it´s not finished the highpoly right? It´s based on some reference?
It's supposed to tile 2x, inside the border. When you make the lowpoly for baking, you make it just 1/2 the size, in the center. The highpoly is much wider, so when you bake the maps, you get no seams.