For upgrading my skills, i am planning to create first 5 levels of Crash Bandicoot : Warped in UE 4 . Here you can see part of my low poly models . I will post progress in this topic. Enjo:smile: Update 29.0:smile: :neutral: :smile: Original post: Final Image Wireframe KeyShot render
Made this model for some practice. It's based off of concept art I just found via google images: http://fc00.deviantart.net/fs18/f/2007/143/6/7/Assault_rifle_by_jimsvanberg.jpg I'd appreciate any critique. :) Normal and AO bake only Ortho View Normal and AO bake with Wireframe 2246 polys Made in Blender 2.49.
Hey all, Just finished this piece to help with applications to mobile companies :) The idea being it would be used in an RTS or a Cityville/Farmville style game. Probably not going to revisit it but feel free to crit and I'll bear it in mind for my next mobile asset. Feedback on the portfolio as a whole is welcome too!…
Looks really cool for low poly. Can we see the high poly wireframe? My biggest issue is circled in blue. If this was a low poly car, meant for a huge open world, or a mobile or something, I'm wondering why you've baked so much of the detail yet added this little circle of geo?
Looks like there might be some unusual creasing here, didn't see this on any images I managed to find but it's transparent so hard to see the shape. On the wireframe it looks like the edges on the wide ends of those diamond quads are creasing each other, might want to try spreading them out more.
Hey man it looks really good so far. I'm glad to see another maya user giving this a stab. I'm really curious about your render setup....mind sharing secrets? And check this out http://mayastation.typepad.com/maya-station/2009/10/smooth-wireframe-rendering.html :) hope that helps
Fair enough. Please don't judge the structures themselves; I'm not only going for a lower poly, but nothing is smoothed and I'm still majorly messing with them. The area where I want more sides at is the top area. Though there is no apparent wireframe, it's still pretty clear which area I'm talking about.
So...... I've been doing some "low" poly of this character and thought i should do a little update here to hear your opinion about the result i got ^^ Hope you like it The "low" poly has 7466 tris Wireframe: With normal and AO: And the maps: Thanks for taking a look ;D
couple more ive finally got finished up :) updated with new beauty shot and the wireframe/textures :) Drooler (below)from the Sabrewulf game by Rare. Initially this was made as a zbrush sculpt similar to the 'Bloater' sculpt i did but decided to take it all the way to a game resolution mesh complete with textures and a…
+1 As long as it somehow relates to the core topic of game art and is useful, I'd say go for it! I strongly believe that game artists can learn from other related disciplines. For that, it's of course useful if you post breakdowns, wireframes, workflows and not just a pretty picture that's unrelated to game or real-time…