@carvuliero Well, the main thing is, people can easily find the art I am making. And Georgian. And most of the artist here giving critiques on the reg have easy access to their work. But you don't have any art work that I can find... so how do we know you are such an expert to talk down to proven industry leaders? Should…
@Eddy Shin: if you're talking about the default particle that Jugg has on his blade (like the default particle that AM has on his weapons) then you need to create a new mesh for the particles. You can read about that here. I think the particles on Jugg can be used similar to AM's, since many of Jugg's weapons have the…
I was concerned about what the topology of the character's head would be like for the game I was creating, and I think I got the result. This is the reference I used. https://www.artstation.com/artwork/3oyVag
Woah, been a busy weekend! Got to work a little bit more on him, though. Made a lopoly cage and made som quick bakes for the ground textures. It's pretty makeshift yet, but it's an indication of where he's headed. And some ears! Ears! EARS! [ QUOTE ] Any chance of a little insight into how you get this sort of effect?…
Good point, early on I was considering a more stylized / slightly sci-fi (Martian) direction. But I’ve since shifted toward a grounded, real-world approach, leaning into a Utah canyon environment. The goal now is to keep the assets believable and based on real equipment, and focus more on composition and atmosphere. An…
Yes! They really should have done. I don't like it when they don't include a back view. Thankfully, the next project after this does. But yes, I hear you regarding the leather gambeson/doublet. My mentor suggested I add that under part too, though that was one of the problems I was encountering with the simulation. It…
https://www.youtube.com/watch?v=WE3_pqw-KNU&t=2s Hi everyone, I’ve been working on Hairflow, a specialized 2D tool designed to bridge the gap between sculpting high-fidelity hair and the tedious process of creating hair card textures for real-time engines. The philosophy is simple: Groom in 2D on a flat canvas, and bake…
Geez, man! Brittle bones? Mine are nowhere near as bad as the horror stories here. At around 5 years I was always fascinated by people jumping off some swings (mid-swing) near my apartment. Now, normally, people think of swings that are chains/ropes holding a piece of rubber or wood to sit on; the ones in ye olde mother…
You have some great work, are you landing interviews but having trouble sealing the deal? Maybe for technical reasons? You seem to have a lot of high poly and nicely rendered pieces but can you generate lower poly meshes with the right topology and bake it down? Can you unwrap efficiently and maximize texture space? It…
Hi and welcome to Polycount! Firstly, it's best to add a question mark to your topic title... that way people will know it is a question. Otherwise it sounds like you made a tutorial. Secondly, instead of adding replies, you could edit the first post to include all your questions. There is a "gear" icon at top right, this…