I had an opportunity to redesign some weapons for Dissolution game (by Garage Studios). I've created highpolys, uvs, bakes and textures. No modeling (except scope for the rifle) You can find more shots on my artstation page: https://www.artstation.com/igperish https://dissolution.online…
been working on this bit by bit every few nights for the past 2 months or so. 15 minutes here, 30 there. Almost done with the highpoly. just need to add some bits here and there. I know almost nothing about guns so if there are any major things that seem wrong please let me know.
I want to start making some DoTA 2 items over the summer, while on break from uni! I really want to boost my skills for the second year and hopefully get some items in the store! Here's what i'm working on. Juggernaut Body armor: UV Maps: Highpoly Version:
Latest: Another personal project of a industrial mech. This model is a combination of Caterpillar D7 7M with the elements from krueger's krieger. At the current state highpoly is almost done, the only thing I want to add are some bumps, scratches, etc. I hope that I'll find time for retopology and textures.
Currently working on a big UT3 project and at the same time I'm trying to get a better grip on hard surface modeling. Here's some wips, Critiques much appreciated. highpoly And this is a quick paintover. I'm not happy about the colors on it, any suggestion would be great (red parts of it are supposed to be glowing parts)
Hey guys, I'm looking for some insight on rendering highpoly models within Max. I've tried searching all over the forums for that picture and link (i know that is super vague) that shows how to set it up - but no luck. i've tried making my own shaders but that fails pretty quickly. Thanks in advanced :)
Update: added untextured lowpoly model with normal map. Update: added textured realtime version. Hi fellow people.I want to share my latest work- Highpoly version of a Warhammer 40K Orks Jet /Bommer. Textured realtime version will follow. Hope you enjoy : ) Thanks for watching : )
Hello every. I'm looking to get some views on how others would approach going from a high poly to low poly floor grate such as this floor grate. What I tried was baking my highpoly to a single poly normal map but I'm not convinced of the sense of depth I'm getting between the metal.
Hi guys, I would like to share a wip of a personal project I am currently working on with mentorship by André Rossetto. I just finished the Highpoly and now I´m beginning the retopology and UV´s. It is based on a concept by Joseph Weston. Tips and comments are really welcome. Thank you!
Yes, that would be the solution. The highpoly is simply just "data" that will be used in the bake maps, so it doesnt matter what to do to achieve the high poly. If you are working low to high and find issues, make the low, duplicate it and put enough supporting edgeloops and then subdivide for the high.