Hi there ! Here's a new project I'm on, a low poly version of Arcane Zatanna: I'm aiming to sit around 1500 polygons for the character, the less polys possible for the weapon and around 500 for the bird, with fully handpainted textures, no high poly involved. My main reference comes from Devon Cady-Lee: Critiques are most…
Hi, thanks for the video theres quite a bit to learn from it. I've figured out my problem. The light bleeding was caused by the wall polygons not being solid as they were just 2D faces. I solidified my floor, wall and roof meshes and added a cube around the whole thing for good measure. This fixed the issue
I'm not sure if I understand you correctly, but duplicating an edge or polygon (Ctrl D) and moving it (possibly with the pivot set to Local) is probably the fastest way of extruding in Softimage. That, combined with the add poly tool (N) (it's Max's Bridge and Create tools in one), make edge modelling pretty…
Awesome outcome from this model. The only thing I can point out is the visible polygonal edges on the cylindrical hydraulic item on the upper "bi-cep" area of the arm. The rest of the cylindrical shapes on the model don't have this issue so it's more of an inconsistency than an problem. Looking forward to seeing the…
Dude, you got some bad overlapping polygons! I´d say check the "how you model dem shapes" thread. That could really help you get your modeling skills to a decent level! (just kidding, of course. I´m enjoying your updates and really looking foward to your textures)
Saw these over at conceptart.org and thought i would share... Jason Jaun is the artist. "Builded in Maya, Zbrush, and Photoshop Polygon Count: 3500-4500 Triangles, Tree Creature is 7000 Triangles Textures: 1X1024X1024, Tree Creature is 2X1024X1024 Arenanet just released some GW2 official videos, and these are parts of the…
TEXTURE Too much lighting in the textures, inconsistent texel size (and why are the grass blades still so pixely?), textures look like lazy procedural/automated things. MODEL Tar to many polygons in the horizontal rings, ugly smoothing groups, damage looks suspiciously much like a 'noise' modifier along the central axis.
Thanks guys, Robeomega - Good idea, i'll look at shifting it in the middle, should be easy. Temppe - Thanks for the crit. I'm aware of the wheels being silly high polygon wise. It'll be one of the projects to be replaced shortly! It was made when i was still in education. Regardless of professional or not, it's always nice…
It's sooooo good. The only thing I'm bothered by is the obvious leaf planes on the tree leaves, the polygonal shapes stand out vs the rest of the scene. I know it'd up the polycount a lot to fix that but... argh! It's the only thing that really stood out as "wrong" in the whole scene, which otherwise has great lighting and…
I think if you are just starting out, I'd avoid stylized and exaggerated characters. I would also avoid using mudbox and zbrush until you get a good grasp of polygon distribution and flow. Biting off a bit more than you can chew too early can make it pretty difficult.