Hi there, I think this is the first time I post some work of mine on polycount forums: here you'll find some pictures of my last model. The original idea was to try to design a character that would combine both sci-fi and fantasy elements, as I find this kind of combination very difficult to harmonize. It also helped me to…
I've been really interested in PBR workflow the industry is heading in and the studio I work at will probably have no need for such next-gen content creation, so I've been working on this little prop to ease myself into the process and learn some of the software involved in my spare time. Any comments and critiques are…
I have a rig. I have animations. I modeled a high poly character, baked normal map, color map to low poly. Generated textures in DDO. Now I just need to figure out how to render the damn thing. The model has some metallic surfaces and some fabric. What program do I use if Maya won't work for it? How do I set up a material…
I have a rig. I have animations. I modeled a high poly character, baked normal map, color map to low poly. Generated textures in DDO. Now I just need to figure out how to render the damn thing. The model has some metallic surfaces and some fabric. What program do I use if Maya won't work for it? How do I set up a material…
If you modify your thinking a bit you could get most of form without sculpting , instead of cutting details try to add them Bevel is part of a cylinder or modified part of cylinder so you could use that to make a profile cut your sharp edge and fuse the profile keep using booleans You could use curve brushes to snap to…
One of the most important things is being able to make a cohesive set of props with the same look and quality. Even better if you can assemble them into a set or small environment. It's not a good look if every prop on your portfolio looks like they are from a different game. Props that show off different types of modeling…
thanks for the info Kanni3d. As a side node. houdini remesh is useless step. Indeed the remesh wasn' t solving anything, what solve the issue is that you just need to check the option weld adjacent edge in Moi3D fbx exporter to create a single shell. Then you ready to go for retopo in quad remesher. For continuous surface,…
I talked to my mentor and he told me that these seams are impossible to remove from view and the best I can do is blend materials above it and avoid having a flat surface there, or a change in depth that goes along either side the seam. Since this is on the low poly and not after baking I guess this is a normal thing when…
Overall the main issue here is a distorted warped surface once subsurf/subdiv was applied (simply add a carpaint matcap to see for yourself) coupled with other minor problems although that said, fairly straightforward too fix, Also worth keeping in mind, especially for these particular objects, maintaining a consistent…
What I'm seeing is reasonably executed work with no real soul. I expect a graduate/junior to be 100% capable of modelling, baking and believably texturing an asset - showing that off is I suppose necessary but it does not set you apart from the other 200 applicants. Your scenes are far more compelling than the individual…