Cool! The wrinkles do look out of place. I don't think you need to remove them entirely, just finish them a bit, work it into the fabric. Right now it looks like there are 3 skinny protrusions sticking out of the cloth, as opposed to wrinkles occurring from tension. Look up some reference to get some good ideas on how to…
First post on polycount! Really excited to be part of this amazing community and happy to share some of my last works =) I started studying 3D almost 2 years ago and this is where I am at the moment. This is based on the lovely Bat Concept Art from Joe Madureira and Grace Liu. Sculpted in Zbrush, retopo in Maya, textured…
My problem is lightmaps are bleeding a lot because final lightmap atlas usually ends up at 1px/m density. Increasing padding does nothing at that point since it's barely makes and difference and if I pump it enough to actually spread UV shells apart, it will make each isle even smaller, sometimes below one pixel. Can't…
Greetings! So far I only read on Polycount and now registered to join this great contest. There is a lot of awesome work done already. Best luck to all participants! I have to admit that I never played Lol and probably never will but anyway I like to take part and try my best to create something that might fit in. I'm a…
This looks like a lot of fun, I decided on a new skin and model for Braum, one of my favorite champions right now. My initial idea is to make him look like he's straight out of Bilgewater, like the other pirate themed skins, but I'm really excited for his shield. I want to design it after a part of a ship hull, with a…
Hah, thanks. Well, I wanted to keep focus on world building and level design rather than trying to make vegetation that I have no good workflow for. However I did try to make assets that are the focus points (the most important parts of the level) by myself. I am also trying not to overdo it with megascans, and add a…
Neebler is 100% right with his statements, read them carefully! The face in a character concept, at least in the final image, is everything. If this looks wrong, the rest doesn´t really matter anymore. There are also some anatomical issues, concerning her left (seen from us the right) upper leg.. feels too thin to me,…
Looking much brighter, nice. However for me it's lacking in composition, my eyes don't know quite where to go, and I land on the upper part of the doors where it's lit pretty flat and not very interestingly. I think it would help to study composition, how to lead the viewer's eyes around your piece, and thus get them…
Looks pretty good. On the first image the flat area on the hipoly got some funny stuff going on in the lowpoly. I assume it is supposed to be decoration but it doesn't look like decoration at all. Also that area is way too shiny. I mean I suppoes that's eye level and I wouldn't want my players to have to wears sunglasses…
Check out how I'm getting rid of my beveled corners. Notice the blue edges leading away from a beveled corner. Also, notice how I can reduce 3 edges to 1 (red lines). If someone showed a high poly hard surface on their portfolio, I would expect them to use proper topology like this. Also, that spherical part of your hard…