Your portfolio looks good. Modeling is solid. The edges on your high-polys are too sharp though. Your textures leave room for improvement. Right now you are mostly using base materials with a generic cloud texture. The edge wear and dirt looks generic too. Think more about how objects are used and where edges are getting…
Day 88/360: Today, I studied Frank Polygon’s Sketchbook. I learned that most corners are either boxed or mitered. I tried to understand each example he used by modeling them myself and carefully reading the concepts. Thanks for reading.
Thanks for that Eric, directed me to a very useful code snippet (it renders each face to a buffer and if theres something already rendered it flags it as overlapped). I've known about this method but never had the time or inclination to code it :) test output for my above example 100 by 50 buffer, the uvunwrap modifier…
Hey, congrats on finishing the project! I agree about fleshing out the idea in a blockout phase as much as possible. To prevent burning out when doing personal projects that keep growing, I think rescoping is another option, for example finishing a bust at first. Much success for the next one!
Hey there^^ I'm interested in your project. please contact me. Here is my Discord I'd : strom_01I will show you some examples for you on there. I hope you like my art style Please let me know
@Alex_J have you seen the making of video of The Matrix Awakens ? https://www.youtube.com/watch?v=xLVJP-o0g28 It seems like that's a good example of what you want to achieve and the kind of technology you'd need to use/create
I know many tools for converting 3D mesh with materials with USDZ, but these tools can't convert animated models to USDZ. For example, glTF / GLB / FBX to USDZ. Reality Converter is a great tool, but I can't install it on Windows.
Hey there^^ I'm interested in your project. please contact me. Here is my Discord I'd : strom_01I will show you some examples for you on there. I hope you like my art style Please let me know
I would say that applies more to the high poly. The low poly should be a shell around the high - unless the object needs to split apart for some reason, in that case, the internal areas should be modeled. Here's a simple example of an object made up of intersecting spheres. The version on the left uses 30% more triangles…