Trying a new method for painting metal. Mostly dealing with how I worked with my layers. REally happy with how it turned out Smo- that looks really cool, reminds me of the space helmets that were in the final fantasy movie. Cep- looking good. Real smooth and nice underlighting Crash- I really like that first version. Nice…
I'm going to try my best and engage with some of the things posed in a good faith manner, even though these conversations tend to be kind of exhausting and go in circles. So just to get it out of the way here is how I generally feel about these conversations: Regarding appeal: It's one of those things that is ultimately…
I need to do some terrain macro work with precise projection fitting to a game scene which is not exportable back into regular 3d formats from our game editor. Just no such option. I know people have been using Ninja Ripper for such things for ages but it makes a total mess for me that takes hours to clean, especially…
The biggest piece of advice I can give you since it seems to be a fairly common problem in both sketches is this: If you take a look at the sculptures they have very symmetrical proportions and lines, while the general shape of the head is very proportionate the inner details such as the cheekbones and eye sockets are…
LOL, what Shinigami said! haha. Seriously, what the hell? How much you pay for that college? "it doesn't look good". You should tell him to elaborate and if he is incapable of doing that I don't think he's fit to be a teacher. Id say the stuff you have inside could use further reference. It doesn't look like any kind of…
Alright, I am super excited about this challenge and can't wait to get started. This will be my first challenge here at Polycount and I can't be more thrilled to jump into this awesome community. I'm going to try and be as active as I can giving feedback and can't wait to hear from all of you. Anyway, right now im still…
in my opinion, the technical side of things doesn't take that long to learn. once you know the type of mesh density and texture sizes that are reasonable for a real-time game asset these days, and you wrap your head around what a spec map, gloss map, and normal map does, it's really just a matter of art. it's getting to…
Small update / extra question: Thanks again for the suggestions. I looked at a few portal VFX tutorials, but most of them are more focused on Niagara particles or gameplay portals. What I’m still struggling with is mainly the material/shader structure itself. Right now, my biggest issue is that the portal still feels too…
Hey peeps! Just a heads up: there are two lowpoly contest votes going on, the building one and the pumpkin one. Make your voice count LIKE POLY COUNT! Hell I got no idea what I just said but in any case, go cast your voice, NOW! EDIT @Tigerfeet Don't worry. If you think you are having a writer's block.. err, modeler's…
Hey ya, It's been years since I've posted here. I had a model I had been working on and off for for a really long time. So I decided to try and take it further, mostly to try and put something into UE4 to learn about it. I have a bit of walk through on my website so for here I'm just post some pictures of the progress.…