Looking good so far. :) I like the globe in the centre - though it feels like it should be translucent? You might be able to find some tutorials on Unreal 4 to make holographic materials. You can add more polygons to the circular tunnels/doorways - you can see the faceting quite harshly; unless your polycount or art…
Good going keep it up, you will be using these skills time and time again. Look into polygon modeling techniques eg hard surface modeling. a good place to find out more it on these forums under the post titled How do you model them shapes. Your high poly could be a simpler and the new techniques could save you time and be…
Ok there appears to be some confusion on both sides because I'd initially thought you're already defining secondary shapes whereas now seems as if you've begun this model using a dense high poly grid, instead of following a conventional polygonal workflow regardless of whether your end goal is either creating a game asset…
@TheDawnfury Thanks for that info Alex. I will say that it is a bit vague. There is a lot of flexibility in those requirements. I was looking more for polygon count limit, shading type, texture size constraints, etcetera. So if I'm understanding correctly, you must create a portfolio showcase via artstation consisting of 3…
The smoothing groups for the bow are a bit odd - I'd expect each side to be smooth, with a different group on the other side. For the smooth stern, I'd have the central polygons in both smoothing groups. Overall, you can afford to spend more polygons on the hull, especially near the bow & stern. Fewer than 100 extra…
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See the pictures above. The following artifacts show up after exporting from Zbrush (Decimation master), exported as FBX. Even after baked normals applied. Any idea what might cause this? I've tried decimating at different values, changing settings on the normal or baker, cleanup mesh Maya. Thank you very much for taking…
Hello everyone! This is my personal work done in 2 months for the Rookies Awards 2021 contest. I learned so much by this time and i improved my skills and my workflow. This is a game ready model with 70.6k polygons based on fantastic Concept of Gianluca Rolli! If you want to check the complete breakdown of the entire…
I've wanted to do a complex scene for a long time and I found this online which I think will work well. How would you guys go about establishing proportions, scale, and the terrain? I have Zbrush, Blender, and Substance to work with. I have done individual buildings before but nothing like this. The polygon count and…
Over the past couple years I have been doing quite a lot of "polygon" style art. I've mostly done contract work and don't have a lot to show of personal work, so I figured I throw a quick scene together for my gallery. This is running in Unreal Engine. I like the style a lot, mostly because it's easy, but also because It's…