Been working on that same model for a few weeks now, and made some radical changes. I'd make a thread, but the replies I'd get would be that she's a man with breasts. I know you, Polycount :poly117: .
MikeF: Really nice texture on that gun. I feel it could benefit from some more gradient lighting on it, but still very clean. Anyway I did a texture for the toof, rendered in the polycount engine of choice of course:
this is why i love polycount, thx for the crits i'll fix that stuff up :D badass folds crazy, what type of material is it? since it has some pretty hard edges i'm guessing not silk / satin etc :D
Learning some more of illustrator's tools. Remember the polycount jetmoto comp last year? Yeah never finished the model, but I thought I'd concept the whole thing out as an illustration exercise. Then maybe I'll model faster.and better. :)
This is my first post on Polycount, but I've been admiring all of the amazing work on here for the past few months and it's pretty much all amazing. I just finished up a pretty rough concept of a mech and I wanted to post it on here.
Ooh I had a pop today at making textures in zbrush. Much fun! I've never tried before to be honest and I was surprised how fast it went. Thanks to polycount wiki for link to uncharted 2 artist's tutorials - made everything clear!
Awesome looking pillar turpedo, I think you could really lower that polycount though. Here is a small update on my mutant, I think I got too carried away with the cottage cheese suff. Lots of stuff is still pretty w.i.p on this guy.
In addition to this the trigger guard on the pistol could be halfed in polycount. You also need to get rid of the pistol's symmetry because all it's doing is adding unnecessary polygons. E: Those little bevels can also be taken out because it'll be handled by the normal map.
Dont go around cutting away too much, If games can handle 2x the polycount as a few years back, i would not hold myself on the polycount acceptable of that time. Better to spend a 300 more and keep your shapes in tact then trying to optimise it down too far and destroy your piece. Specialy for portfolios its a better piece…
ah ten days in london, very relaxing, was nice meeting some polycount guys there, even if it was only for a very short amount of time, gave me the inspiration to go back to airborn so here is a very quick blockout for the next airborn character Garrido, the grumpy lighthousekeeper