Hi, My name is Przemysław Hałaczkiewicz. I am game artist with some experience. I can make low, highpoly models (hard surface and sculpts too) and realistic or cartoony/handpainted textures. Check out my portfolio: http://halaczkiewicz.eu/ Contact: e-mail: przemekprzemek221@wp.pl skype: jedairusz
Hey all, Im workin on a scifi smg for a university project. Almost a year in of solid surface modeling and I think Im showing some modeling improvements. I honestly feel like Ive just hit a complete dead end with texturing, nothing I make comes out the way I want it to/ looking half decent.. :( and the highpoly
Dear Polycounters, I am working on the following Scifi piece and I would like to get your opinions/suggestions on this: I am almost done with the Highpoly and will soon start to retopologize the mesh (looking forward to that :( ). Once that is done I will add further details in Substance Painter. Looking forward for your…
I been working on some aircraft recently and was wondering what you guys thought. I'm still not sure if I'm going to take these all the way and make a highpoly+normal map with them or just leave them lowpoly and texture them like that. Do you guys have any crits about the geometry right now?
Haio Polycount Started work on this project a little while ago, working on a slightly chibi/stylized Tiger I tank. Still in the process of wrapping up the highpoly bits and getting all the pieces to bake properly but will be moving on to texturing once that's done, not quite decided if I'm going to take a handpainted route…
Hello, I made highpoly sculpt from this ref. My result might be lowpoly near 4000 polys and 1024x1024 texture. But at this point i cant get good quality of texture, it is blurred. So i guess i need to make that stones overlapped? but in that case it would have similar texture. Please help me how to correct unwrap that.
Hi, I'm wondering if it's possible to import a highpoly and a lowpoly .obj into zBrush, and then bake a cavity map from the high to the low? All the tutorials I find show you how to do it with a ztool which has the multiple subdivisions... Otherwise is there any other software that produces nice cavity maps? Or a flexible…
I have a question about the Max to Mudbox workflow. :poly131: I've made a highpoly (using turbosmooth) model in Max and I now want to texture it in Mudbox. Do I unwrap the lowpoly version (the one without the turbosmooth modifier) of the model, or do I create a new lowpoly version? Thanks for your help.
Im trying to bake my normal map for a my low poly .obj but xnormal will not load it. It has UVs set up, it has a highpoly, its made of all quads but when i hit bake it gets to the low and just sits there, and the same happens when i try to make a cage with 3d viewer
You can get more useful information from your highpoly than just AO, with object space normal map and curvature. Even bake some specularity. Pior posted pics from his workflow here : http://polycount.com/discussion/126980/piors-workshop/p2