Overall looks good. Post shots from multiple angles plus wireframes and your texture maps. Your grip material looks off. The pistol grip is most often made out of rubber (from the factory at least), yours at the moment looks to be a shiny plastic. The trigger guard's edges are super sharp, clean that up a bit by adding…
Your stuff isn't bad so much as your website is kind of a mess. You have alot of previous work but at least four of your links aren't really showing off game assets and the ones that so are low res pictures that I can't really see well. If you're trying to get into game art, I want to see assets, wireframes, and texture…
Ok so the bike's coming out of the oven right now, smells great :D Took a few days to get the Lowpoly and UVs done but that was always going to be the case I guess. With Wireframe: This is sitting at a grand total of 84k tris and is loading a 4kx2k for the details that I felt needed to be baked down. Polys are quite high…
Well, usually you have a high poly mesh with nicely rounded edges (when using something like turbosmooth) and all the details you need and a low res mesh. The normal map contains alle the nice detail from the highpoly and transfers it to your lowpoly. There are tons of good tutorials an breakdowns for this. For example,…
I'm just gonna dump my bugs/suggestions in here... Marmoset suggestions: ZDepth output in alpha channel option for screenshots Toggle button for post effects / map inputs < > increment buttons for all sliders! Mesh & Texture Auto-update Higher sample rate option for local reflections (too Noisy/sparkly!) I'd gladly…
Apart from @Mant1k0re 's solid advice, one way to do it is to have an edgeloop of the 2 pieces in the exact same place and just turn on wireframe in SP when you're painting. That way you can paint the normal detail along that exact edgeloop ensuring consistency. Also, earlier you said you can't bring both meshes to SP. Why…
The first thing that I noticed about your scene was- holy crap! 25K tris? I'm not sure how you're wireframes are set up, and I'm assuming they're mainly in the bamboo stalks, but that is waaaay too much. There isn't much to your scene yet, but I would really focus on pushing your silhouettes. Right now most of your objects…
Everyone uses subdivision modeling... its not underrated by any stretch of the imagination. If you really want to learn something new and increase the speed in which you model I'd suggest trying modo, a lot of pros on polycount use it, and it has a lot of cool controls for subdivision modeling you don't get in other…
Post some pictures of your wireframes as you make progress on the models, and collectively, we can give you tips on where you could remove polygons if it's appropriate. :) Atticusmars has touched on the big thing, so all I really have to add is that if something can be well-represented using a normal map, don't bother…
I looked for the posting but can't find it. Regardless no game engine will accept a 4 sided poly. They all restrict to tri's because a single plane is only possible on triangulated geo. Go turn on wireframe and look at your non-triangulated geo you have there. Then post a side-by-side image showing me what the wire and…