I really, really appreciate all the help you guys have given me! Also, i may not have mentioned, but yeah I was going for a next-gen prop so I gave myself some leeway with the triangle count. The lower level of detail is a good idea though! I added more sections to the wheels like Shepeiro said and removed some from the…
Just finished my take on the original Star Wars TIE Fighter? I suck at perspective matching so I'm not 100% I got the proportions right and I went for a slightly non-standard more worn look to the texturing, so I'd be interested what you all think of the result? Wings are a bit over-tesselated in order for the procedural…
Hi There, As part of a Uni project we are making an asset pack for an old hospital. The assets we will be modeling are beds, equipment, instruments and that sort of thing. I've been looking around some websites and forums but can't find a clear answer on what an optimized poly count would be for our assets. I understand it…
Hello Polycount, it's been a long time since I posted on here. I just thought I'd share what I've been working for the past couple of weeks. I've been making models for games and lighting in engine for about a year and a half now, but I still need lots of practice. This piece is based on an asset I came upon while playing…
Rockstar North is currently seeking a highly talented Tools Programmer focused on our Asset Pipeline. Responsibilities The role will involve developing and maintaining our game asset pipeline; implementing features, profiling and optimising the current system. Qualifications * Strong C#/WCF skills * Strong C/C++ skills *…
Greetings minasan, I have been lurking for a short time, ill have some arts up soon for peeps to get a feel of what im about. but for now, I need help from those of you who are more experienced. I am working on a demo that will show basic mechanics for a future MMO. I dont need an actual MMO engine at this time, one has…
Hello, we are looking for a very good Character Artist to create low poly hand painted characters in the 5-7k polycount range. These characters are old-gen but it could be useful to model in zbrush or muddbox to create the initial mesh and bake lighting etc. This person would have a very good sense of anatomy, and be…
Hey everyone, spent the last 24 hours working hard on this awesome Feng Zhu concept, trying to get the high poly ready so I can work on my low soon. Want to spend about a week on this prop. Heres the design... Heres what I have so far, and heres some orthos i took an hour or so ago, hope you like it, and im really trying…
Hi Polycount! What is your thinking about spliting as example a weapon into several pieces to bake bigger UV Shells for more Texture Sharpness and Details? When i would split my AK as example into 1 x 4K Map for the Woodparts and 1 x 4K Map for the Metalparts. Would that be ok for an First Person Weapon? Or is this just…
So I thinking about maybe starting to do some simple video tutorials for the Next-Gen Hard Surface forums. It would be mostly basic stuff, such as how to cut holes into meshes, and would serve as a way for me to not only nail down my workflow, but also to get critique on it. Anyway, in an effort to avoid making a complete…