I'm making a bust of this character from Wildstar in my free time. It will be a fully textured game res piece. Would love some feedback on him as I go through the process. This is my WIP of a concept I found for Wildstar. There's still a couple more things to model before I dive into the low poly retopo. Concept: Unknown…
Hey guys! This is my first post on Polycount! As I mentioned in my introduction post, I'm an aspiring animator and I'm hoping that with your feedback I can improve. :) My current project is a small fight scene with psuedo-quick time events. My original intention was to have this animation in Unreal Engine 4 with real quick…
Hi everyone, I am a First Year Student at Leeds Beckett University, and I'm currently working on a short VFX sequence in a 3-man group. My job is to fully sculpt, rig and animate a 60ft giant creature. I was hoping you guys with more experience than I in sculpting could kindly give me some feedback on how I can improve the…
Hello polycount ! Long time no see :) my name is Mihnea Stoica and I am a 1st year student studying game art. The project I had to make this quarter was a short animation of a robot going up a hill and crossing from one cliff to another. Basically I had to come up with the idea of how will the robot cross the cliff and the…
Hello Polycount, I just wanted to create this thread in hopes that I could get some portfolio feedback. I have been doing 3d art for a little over 4 years now and I can admit that my time in college I didn't work as hard as I should have. Although I believed I was a hard worker (bahahaha). I have worked with some true…
The first project that I would like feedback on is a church. I decided that I wanted to create a small Gothic cathedral and figure out a way to clash that visual theme with a futuristic one. I thought it would be really interesting to have a biological capsule that had crashed through the church and embedded itself in the…
This is just a side project I am currently working on. I have worked on it for about 2 hours now and have therefore not yet fixed the mesh flow. It has been some time since I last modelled something now so I did not succeed with the flow =/ . The problem is triangles. In some places they show up without ruining the mesh…
Finally finished a piece that I started about 2 months ago (way before I joined Polycount). Mainly with this piece I was practicing on camera placement, depth of field, multiple material layers etc... This was created in 3ds max 2013 and all textures (except for the map, which is the "USGS - US Geological Survey" and table…