Struggled with how my pieces gets cut up. Finally I've managed to cut at 90% of all the large concave shapes, avoiding most smudged results I had before. I still would like some large scale noise to break up the perfectly straight edges I have now. Not I'm moving on to getting this nicely setup in Unreal. My idea is to…
All roads lead to Rome. You can take the method you're more comfortable with, or experiment to try and learn a new one. If I were doing it in zbrush only, I'd just work with a few (very) lowpoly spheres. You can turn dynamic subdivision on so that they'll appear more rounded and smooth, but still have a limited number of…
Hey Alemja, nice start with the hair work. I've been eyeing that HairTG tool, what are your thoughts on it? I'm using Xgen to generate textures atm, but it'd be nice to build all the maps at once without the hassle of xgen I'd love to see your diffuse texture sheet! You've got some good break up going on, I believe the…
Thanks, guys I really appreciate the input. BradMyers82, I'm glad you like the sculpt I was actually pretty happy with it but you're right about the post work. Right now it's just a screenshot right out of zbrush. I might go back at one point and give it a cleaner wire-frame so I can render it properly. stevston89, thank…
Heres the column I worked on today. Got to shut down for the day. But I am willing to read if anyone has an idea for the bottom relief. I was thinking an insect like a beetle but not sure. Also since the plan is to import my 3ds max models into UDK I turned them into 3 sided polygons. But are the facing the correct way? Am…
I think the best piece of advise would simply be to focus on a discipline and make your portfolio reflect that. The lowpoly content you have now is probably the weakest point in your portfolio and it doesn't show a real understanding of game art. The arctic environment has some decent sculpts on objects but the texturing…
For me lowpoly is not the question about 'how low can you go?' I tend to think of it as 'optimized model without losing any quality'. For your screenshot above you have alot of thing left to optimized. A good method I use to optimized my mesh is to go for a flat and faced shaded, turn on/ off the wire overlay, if you see…
i agree this kind of hydrant is pretty weird. Have seen only in Spain. I have been working a bit with the mesh and I got two versions right now. In both of them I fixed the thickness of the base and changed a bit the clamps. Shortened a bit the body too. First version is without the roundness in the body: Second one is…
So your scott eaton anatomy study and caroline sculpt are your best pieces. Personally I would remove the knight. It's definitely the weakest one. The design is rather boring, the materials don't read properly, and there are shading errors all over it. I think your sculpts look great, but your low poly models really are…
Vailias, this is not correct! You get very bad light baking this way. The lowpoly should have proper smoothing groups set up. This also eliminates gradients in the normal map, which in turn also makes the normal map better in itself, and more easy to re-use. and compression is better. Basically, the entire world becomes a…