Hey, as promised here are some pictures of the "final" (for now) model, wireframes and some realtime renders from marmoset (which I couldn't quite get to work like I wanted but good enough!) C&C is welcome, though I doubt I'll make any major changes now. I forgot to write down the final polycount, but this entire scene was…
I have "show end result" assigned to spacebar, but i also must toggle off sub-object mode so the vertices go away and toggle the wireframe off so a can properly see the resulting form/s. For some reason, think when Max is also doing something in the background, these keys sometimes don't work on first press, which is very…
I finished the lowpoly and baking :smile: Here you can see the lowpoly with a Lambert shader assigned plus a wireframe. After baking the highpoly textures and doing a lot of cleaning, I put them together and this is how it looks flat shaded: Here is a breakdown of all the baked textures I used on top of flat base colors. I…
These two examples will both be the same number of triangles. Game engines do not render quads or n-gons. All assets will be converted into tris when you export. I'd do the one on the left just because it's less likely to break when it's converted into triangles and is just easier to work with. have a close look at the…
@DWalker All very valid points. The wireframe could use some work, and it wouldn't be too difficult to add some extra clutter to the scene, hopefully that makes it more obvious that this is zero-g. I've toyed with an HTML resume for a while now, I'll look to do that ASAP, and good catch on the experience being out of…
Unless you're developping for mobile or you have an extremely expansive environment around this I wouldn't worry too much about polycount in 2015. Check out some wireframe on some recent *console* games like the Order 1886 for instance. Or Assassin Creed. Console are pieces of equipment that are obsolete on the day they…
I'd follow the gel round the outside to have a very mushroom shape then I'd probably run some shader + sprite shennanigans on the inside of that for the blob part. i.e. having a whole bunch of circular sprites that sort of meld into each other. The semi transparent gooey outside should help hide any issues you have with it…
Hey @Karthik Jayan I'll speak for the assets that you showed in your Artstation page. Texture resolution for most of the assets are huge, for example that knife with 8k by 4k. Compare to this knife model by Francois Hurtubise that have 4k textures, we can see that this resolution is more than enough for detailed, sharp…
Judging by the smoothness of some of your shapes this is supposed to be a High Poly? Yet it seems like some of the edges are razer sharp. Do you intend to bake this model down to a low poly and use it as a game asset? In either case, you would probably benfit from showing a darker diffuse high specular render of the model…
Hi guys,Long time lurker here, thought I'd just join in on this challenge to practice game dev techniques. Going to be doing some of the props so I (hopefully) can get a hang of the various methods before starting a full environment. Below is WIP of what I have so far. New to Substance Painter/designer, but I love the…