hey MOP, i did that pirate model. you can even download it here http://www.ericspitler.com/junk/q3mdl-scurvy.zip i think i also did a texture for a little dragon using the same technique. did pior do that model? it was definitely a cool experience trying this, but i wonder if using corel painter would have looked better.…
The most obvious target for optimization are the various hinges on the legs. You can probably reduce the number of sides on each of those cylinders by half without any appreciable loss in quality. You can easily save 4k polygons with the joints alone. (And really, why did you spend well over 10% of your total budget on leg…
Hi there! I think the best way to get feedback is to actually post your work while it's in progress, step by step. I see issues with the model (areas of connection, smoothing group errors, pieces that would benefit from some thickness, etc.), issues with the textures (mostly they just need some more work and refining -…
Why is it 200K? To me, it looks like a chamfer at 2/3 divides would be enough for a model like this (if you're trying to make it look REALLY good), and it wouldn't pass the 10K at most. Sorry if I missed something along the line in the thread, but I don't see anything indicating why you reached this figure. Mind showing…
Bringing this back to life.. After a looong time I finally got some free time from work for personal stuff and when I came back to this, the first thing I noticed is that the low poly for this was not optimized AT ALL. I guess I was too eager to work on the PBR textures and just removed the Turbosmooth modifier, optimized…
OMG Sylei, that's turning out too sexy for our baby eyes :D GJ! However, if you allow me to suggest something about the anatomy (im not sure if there's enough time but..) I think that the triceps could use some work. He is very ripped, and atm it looks kinda bulky only. But my main concerns are around the collarbone…
You should look for both. Use human references to study anatomy, wireframe renders of character models to study character topology, and finished models to use as a quality bar and inspiration. Being uncomfortable staring at naked human bodies is something you absolutely have to get over if you want to be a character…
@PatrickSF No problem at all and thanks for the offer :) I personally think the camera could cause some distortion or little trick in the shots of the clock. Either way, I couldn't figure it out after several tries haha. Hey everyone, I decided to make a video of camera fly through the scene. I'm wondering if it is a good…
Thanks for the great replies! Guy123: I just sculpt a very rough shape of the rock I want with the clay-buildup and move brush, and then I retopo on top of the high-poly my low-poly. It's very simple really; I don't sculpt the details, the textures add the details. Paunescu.Daniel: Here a close up shot: and the unwarp of…
It depends on what your final model needs to be able to do really. If it's static such as set dressing, non-interactive. Go for whatever workflow gets you the best result, quickest, with an optimised final asset. Good topology has a place here too though, it's easy to maintain and if you're in a setting where you're…