oh man it's been awhile, sorry about that :-P kraemology: complete agree, thank! ^__^ Iciban: you're welcome and thank you! ~:Week...something!:~ ~Final Low Poly~ okay so it's been a while since i've made a proper low poly (i usually work with controlled high polies, and decimated zbrush models unless the client provides a…
might take a look at plasticity at some point - fusion 360workflow looks interesting too so I finally managed to render metallic blue :) might move the rear decal down a bit I have actually improved the shader a bit. 2 methods, one with white albedo/colured coat tint, one with coloured albedo, not quite sure yet
Thanks for the feedback! Were there any specific characters you compared for quality? I was hoping my work fell close to jakob hill's quality though I do hope to aspire to slipgatecentral's level one day. I did choose these particular characters because they had never been done before so I was hoping that they would be…
@TheDawnfury No problem. Can you provide the requirements of your assignment for which the PS Vita is being created? I can't accurately judge your work without that information. My assumption is that it is to create a high-quality close-camera game-ready hero prop. Typical approach for an item like the PS Vita would be to…
My personal feedback would be: - Not a fan of the handwritten font. - The text (especially on the page "about") is really hard to read, that's because the text itself is light greyish on a white background + the font weight is really thin. (I noticed that on firefox the text is easier to read then in chrome, not sure why.)…
thanks polypeople! mucho apreciated @spexel well at first the point was to get myself into a working mode, and get motivated about creating and experimenting, and try and build some portfolio and a web presence, so after a few months of pumping daily stuff I got an offer to work as a product visualiser :) .. which is my…
Hi everyone 👋 I’m sharing this environment piece I’ve been working on and would love to get some feedback from this awesome community. 🔗 ArtStation Link: https://www.artstation.com/artwork/98dZER 🎨 About the Piece This is a stylized coastal outpost environment created for real-time in Unity. The goal was to capture a…
it depends on the final use really. the higher the texture resolution, the less this matters. if you dont have lods, go wild, make banafingers and curvy shapes. distortion is a topic, 3d painting and projection solves this to some extend. But as shown in my thread, squaring for the sake of square shapes and not looking…