This looks friggin amazing ! Especially the chipped welding edges are textured so good that you can't see the polygons at all. I'm wondering how you made these rusty dents and natural looking welding marks. They look like zbrush sculpts but they are merged with the rust texture so well that I'm wondering if you used a…
When it's faster, when it achieves better result, when it's easier, when you can't add more polygons (relevant if you don' have sculpting program like Zbrush). As it was mentioned (sort of) mostly for things you would use alpha/ drag rect/ stamps for. Like bolts, rivets and also for adding details from photos.
Polygon occasionally has featured articles on African game development that provide some context to a part of the world I don't know much about: "The game industry of South Africa" "Big Game: The birth of the Kenyan game industry" "How Nigerian companies are celebrating Africa" "How Western games are being 'culturized' for…
Hey guys, I have been bush pushing and pulling polygons for the last 10 months, and as a result I have came up with a new refined portfolio website. A lot of my work has been scrapped so that I can show only my best work. Let me know what you think :)
The finished product looks decent but the materials look like they could use a bit more love. The topology looks like it is directly taken from your High poly model (unsubdivided) and could probably have 1/5th (or even less) the amount of polygons you have which is important for real time rendering performance.
I know it's the polygonal limit of the actual in-game WoW model but I prefer the mouth shape of the original. The zbrush mouth is a bit...droopy? I can see you're going for a more realistic Murloc but perhaps changing the mouth shape would give it that better likeness to the original version. It is a great work in…
Hi pixelpatron, Thanks for the reply! You're damn right ! I had too much topology on my model... Well, I made some automatic optimizations, and projections, and here : I have a 2k polygons model now... I think I pushed the mesh optim a little bit too much, but here is the result :
ah this brings back memories. your low poly surely has more polygons than the high poly xwing i did in '95 :P personally i like it dirty and desaturated, but if you wanna capture the movie's style, yeah you gotta do what the previous guys said. great model dude!
Because I always had issues and felt overwhelmed when I dealt with too many layers of polygons or little assets. Belts, straps, buckles, laces all confused me mostly because I was confused of weather something should be a separate model or not or how it would need to be built so it would animate well
Nice job, looks ace! Still needs some optimization but looks cool like Jason pointed out. Make sure you're counting tris not polygons. Also I'm not sure why the tape sags in toward the valley? Wouldn't it stretch tight across due to tension? Also the tape looks kind of weak to hold the bottle on.