this is good article about rule of thirds and why not to follow it blindly tho. But i would say its more advanced when you think about tangents leading shapes and stuff. There is world beyond rule of thirds https://petapixel.com/2016/01/30/10-myths-about-the-rule-of-thirds/
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…
We are looking for 3D artists and coders for our game Rotting circuits. It's a open world sandbox survival game set in 2050, think terminator meets the walking dead. As a 3D artist you'll be working on the following in no particular order environment fabrication, prop fabrication and character creation. As a coder you will…
I agree about the background, it actually distracted me from the scrollbar. Went two images before I realized the thumbnails were offscreen. Loving the cowboy too, great character. My only crit would be to add a little grit to his cyberware, or a greasy smudge or something, looks too clean for the guy.
Hi! Don't understand how such a file could be too heavy, it would be a mesh and the two normal maps that should get combined. No high poly or anything like that. In my opinion it would be best do a simplified test anyways. If remember correctly, in UE4 only tangents of UV0 were stored. To use a tangent space normal map…
I’ve completed the modular tunnel pipe set. It uses two materials: A tileable, vertex-painted concrete material for the tunnel walls and floors (512×512 textures). A trim sheet material for the train rails, lights, pipes, cables, and other metal elements (1024×1024 texture). The vertex count is slightly high:* T-pipe:…
Hey gents.. Great to "see" you too.. the back still gives me problems.. I had two surgeries on two different discs(one april 2002 (after which i was good to go for 5 years with no problems) and a second one in Sept 2006 (thats the one that im still "suffering" from) I was bedrdden (sp?) for about 5 months and was basically…
Hey boys, I've got this little scene that I'm going to be presenting to a panel of judges in about 2 weeks from now. My idea was to create this in a low-poly style, and since I've always loved to draw, I thought I'd capitalize on my strengths by drawing all my textures 100% by hand in photoshop. Here is a general view of…
Here is the low poly version, the model is supossed to be "hero asset", seen closely. One of my persistent fears is not using enough vertices to have good circles, shapes and holes. I'm not so sure if I've used too much or too little edges in general. Current triangle count: 11.100
Here is my blockout in Maya. I’m going to take it into ZBrush and refine it further. My plan is to only do retopology on the more prominent pieces, such as the side decorations and the middle section, and bake the rest to keep the polycount as low as possible, because right now it’s far too high, as you guys can see. I…