I like it! I would suggest removing your 'First 3D Art' piece of the blue woman with pink hair. For future projects, I would suggest adding more polys where it matters, so you don't end up seeing those jagged polygon edges in your portfolio. Good luck getting your first job!
If you bring up the midtones you can see what appears to be self-shadowing, so they could be dynamic, like a single sun/directional lamp with shadows on. The soft spots seem to be SSAO because the characters have them as well around their feet. The diffuse colors come from the vertices, with split polygons for the sharp…
A lot of the holes are places I purposely didn't build on the low poly, it saves time and texture space with unwrapping and baking. I'll just pull a patch of mechanical polygons and place it behind to fill in the space. Some of the holes are also caused by places where there will be specific geometry sharing UV space that…
very nice, just about that smoothing problem, why not going with the loop all the way around? I mean if this is your highpoly model let the polygons be there so the surface will be smoothed (don't kill the ring), hope I could get what was my suggestion, any way liked the idea and modeling too much, keep it up.
In maya you can have a shader that changes properties based on camera angle compared to the polygon normal. You can use it to recreate a "mario-galaxy" effect, where only the borders are lightened -or aren't- kind of like Fresnel, but with much more control. You need to connect the "facing ratio" attribute from a sampler…
Hey guys long time no post well i have been busy at work. Back to the model there is a small problem and smoothing does not fix it. the wierd thing is that the other side is perfectly nice and smooth any ideas? i tryed flipping the green channel, nothing flipping the polygons, nothing what should i do?
Looks great! I have to agree with chaosquack though, in this day and age I should not be able to clearly see the polygonal silhouette of the wheels... and the big gas tank on the back. If this was intended for a current-gen racing game then you'd be able to put way more polys into those wheels and cylinders for sure. Any…
You can think of XNormal as the camera that you can take picture of very detailed model (millions of poly) that you make (usually in ZBrush) and paste that picture of details on to your low polygon model. How good it looks also depends on your ability to UV wrap your low poly, among other things.
you can highlight edges you want to split and press unwrap or you can select and move a polygon in unwrap window and check the "Tear Off" option to split it. I have been actually using modo professionally for many years and overall I am very happy with it apart from some small cons.
I'm having a similar problem with the Max 2010 64bit version. Everytime I apply a vertex paint modifier it crashes. Switched over to the 32bit version and everything works fine. I'm having some performance slowdowns when I hide polygons though, but it's better than the permanent crashes I've got with the 64bit version.