Hi! I'd say this is expected behavior with a smooth shaded mesh. Increase its resolution and/or use a normal map baked from a high poly to compensate for the lowpolys shading, depending what your goal is with the model. What matters in the end is that it holds up in the final render. You could check out models with similar…
Okay so as far as I know this is how the id stuff works, please correct me if I'm wrong and you know otherwise, I'm just taking a guess at this based on that old video Carmack did. I have some questions as I've finished the game now, and I should mention I played the pc version with the 8192x8192 texture pages. 1. Artist…
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Hey Polycounters, Wow I finally got around to making this post! This is a collection of a few pieces that I had worked on while contracting at 343 Industries as a Skybox Artist for Halo 5 : Guardians. We did some matte painting along with 3d geo to pull off most of the skybox work. I was responsible for most of the…
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Yeah mostly concentrate on the high poly, but those lowpoly shapes and topology, a decent amount of which can be used in the final low poly, aren't useless in the creation of the highpoly either. Instead of just adding edgeloops though (at least, if you are only adding them in a way that's simply designed to hold shape for…
I've seen some amazing renders from max viewports with Xoliul and 3PS etc so I think it's just a matter of working the specular and maybe adding some surface wear, but in general I actually quite like where this is heading! I think there's a few things you need do to really sell it though: Firstly, pay attention to the…
The thing is that now there are more and more ways to model then just traditional poly or sub-d modeling. Whereas 2 years ago I exclusively modeled all non-organics in Max and had done for years, now it's rare that I'm not GoZ hopping in and out of ZB as if it were another toolset within Max. There are so many ways to do…
@Blaisoid - Thanks! Yup -- I'm doing most of the characters/creatures for the BG2Redux mod for Dragon Age. I've heard the same critique about the kobold.. I've removed it from my portfolio for now, until I can go back and rework it at a later time. They're dragonkin.. right now they look too similar to lizardmen though.…