I'm not familiar with moebius but it looks like it could use more detail work; wrinkles, wear & tear, rivets, etc. Some of the straps seem rather plain especially the edges. Download some alphas and take advantage of the high polycount. Good luck
*Edit: Hi guys! I have enough artists for now. Praise the Lord. Anyway, thank you all Polycount community and I'll post here if things change! Hello, I have been working on a new Bible-based Trading Card Game for about four years now. I am looking for about 20 more pieces of artwork for cards for the first release, but am…
https://www.artstation.com/artwork/04gzvV I've been working on this character off and on for a little while now. I spent a majority of the time in UE5 trying to achieve some great look dev. Aside from the wireframes, everything was captured in UE5. Polycount for the character is 64k tris, and the gun is 5.3k tris. There…
Hey Polycount :) Here's a little axe of mine made recently, 647 Tris total - PBR Metal/Rough textures at 2048x1024 scale Software used include blender, houdini, substance painter/designer, photoshop, and presentation in Marmoset 4
EDIT* Update. This opening has been filled. I would like to leave this post up for any future devs that come across it and feel like this is "exactly" the kind of project they want to work on. If this is you, please reach out. I've been there and we may be able to pull up a chair for you. ----------- Hi All! I am new to…
Finished a blockout for my next project. Hoping to start working on the high-poly sculpt soon! Once I'm done with that I'm gonna try and actually finish retopo and texturing lol (First post on polycount btw idk if I'm doing this right, feedback on my stuff would be really neat.)
@dimwalker thanks for the reply And do I separate the highpoly in corresponding places? Regarding mouth area.I probably seen no one (various tutorials) sculpting a realistic character with the mouth even sligttly open, yet they show great result with no baking errors. Also, all the head sculpts on Artstation - lips are…
Its mostly #2 in my experience, but it depends very much on what your modelling. Something round without a lot of surface detail is gonna be mostly quads because that's often the easiest way to make it. If its something with a lot of booleans.... not so much :D Shading issues are only issues if they show up in engine, so…
This guy on Youtube called “pwnisher” runs these challenges and I thought it would suit the Polycount community. Top 100 Boss Fight 3D Montage https://www.youtube.com/watch?v=wgiRK8_iKdg Top 100 Vehicle Montage https://youtu.be/mIDlU_sKto0?t=188 Top 100 Infinite Journeys https://youtu.be/JXrWPLNp9tw?t=181 Top 100 Alternate…
I'm running a i5-4690K, a GTX 970, and 16GB of DDR3 RAM. So I understand having to work around your computer limitations. Though I don't do character work, just environment stuff. Understand that you don't always have to have an insane polycount in Zbrush to get good bakes. It's tempting to crank up the Sub-Ds until each…