Hi, I'm working on a Springfield XD45 compact and I would appreciate any feedback and advice as I go through the process of taking my first asset from 3ds Max into a game engine. The Hi-Poly is about 75% done, I just need to fix some smoothing errors and add the finishing details. Thanks in advance. and the reference
well get it out, get feedback, update hiding under a rock will move you no where :) look at our artstation, i would claim by now the percentage is a bit shrinking (as the relevance for forums just is in decline, for better or worse) but 75-90% of our business came through polycount contacts we got to know over the years.
Thanks and yeah I have modeled the bolts at the other side of the mesh.Thought It would be nice to break up the too much low-poly appearance. Light pieces took the %75 of the polycount.It's a 12 sided cylinder.Do you say a value lower then 16 is unacceptable? Need more crits.Especially texturing-wise,please.
I am very impressed with your forest fire scene. I have one bit of feedback regarding your daylight scene. I think you've set the frequency of leaves falling from the trees too high, I'd recommend lowering the spawn rate by 75-95%. Very nice work.
France it sucks major balls, but at least I'm not in Paris, means I don't have to prostitute myself to be able to afford tiny, crappy apartment. I lived in Canada for a few years and...err...can I come back ? edit : noors statistic is a bit off, I'd easily up it to 75% fucktardness
Thanks for the suggestion but adjusting the lighting level scale didn't help at all. It just made the shadows in the corner of the meshes look worse. I set both the smoothness and the level scale to .75 and .5 on two separate builds and neither made the seam disappear. This is why I think it's something to do with the…
One of the crappy phone photos I snapped on the day, I've also gone out and snapped a good 75 or so high res photo refs of building and potential props around the area. I snapped shots of literally everything I could find around there was seemed like a crucial detail to include.
did a reeeeally fast paintover, literally all i did was paint with the standard brush at between 1 - 5 pixels, and set the hardness of the brush to 75%. the thing i was going for, was trying to define key areas... eyelids and such with the 1px brush, eyelashes, the irises as well... then i kinda went mad with the cyborg…
I'll echo what the rest said and suggest making your ~75% darks a bit lighter first. Ur values tend to slope pretty radically from that point onwards towards black, even though some of them are meant as shadows rather than pure black. Sort the value first, then the color.
Thanks rawkstar I am thinking about relocating to an area that is vast in game art companies. I found something on gamasutra and it's quite the read: http://www.gdmag.com/research/ 75-pages start reading! Just remember take it one day at a time This is a joke btw... This information can be found free on the net...