Ive just run a series of pretty exhaustive tests with simplygon 10 vs manual lods on a load of characters (we already know it can't cope with hard surface meshes so didn't bother there) TLDR : You'll get a better looking result doing it by hand for the same geometry cost - especially on the lowest lods Simplygon still…
maze : good points overall. Also your talking about two very different techniques which will soon start to appear in games which is great! All the things mentioned about the textures in my scene were as far as I could go within a schedule and tech. We also have moments where we have to sacrfice detail to get that magical…
Hey all, just wanna post some things I've been working on recently. I've taken Polycounters advice and switched gears towards prop modeling which will hopefully make my portfolio a little more professional in the long run. Heres what I'm working on now: This is the high res version of a sci fi - Quake-ish inspired door,…
Ok here we go! I've been playing a lot of Olaf lately and thought he'd be a fun champ to make a skin for. He's also fairly basic design wise so shouldn't be too hard to get through. I really dig the God-weapon tier skins (God Fist and God Staff) Riot has been making so I thought it would be fun to make a counter. DEMON…
Just needed something to use as a reference for practice, but I get what you're saying. Anyway, can you give me some points to work on the sculpt? Thanks
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Plane or cube. I've not seen racer's original tut (I'm watching his sci-fi cart as I'm typing :D ) so I don't know how much detail it goes into on modelling. Maybe it would be better to grab a really basic tutorial on gun modelling first. Follow that, get your head around modelling and get comfortable with that before you…
any chance on shots of the back? and extreme close ups/turn around of just the head will get you solid feedback for the most part, even a chance of a paint over : ) as for you trying to get most of it done in max to save time in zbrush... your best bet is to focus on nice edge flow now and the details later, especially…
Hey Theo, I like that you're going in the low-poly direction; a lot of entries seem be super high-end Unreal 4 stuff, so this might fill a nice gap being left. My main crit would be that before going into detail for these little props etc, maybe flesh out the scene overall first with some basic geo and temp textures, get…
Not your fault but I don't like the design. Mostly because if that thing fires a round, it'll go spinning like mad. No need to change it, just something I wanted to get off my chest. You might want to make the windows/lenses a bit nicer. Possibly even add some extra geo in there to get the effect of several layers of…