The gesture and some of the proportions looks a bit off. Click on any of the guys on this site and you'll see from and side views you could use as reference:…
I'm taking a small breather from the ongoing Motorcycle project (Ambient Occlusion Maps are all baked out). I figured I'd do something a little smaller as a quick Prop Study. Time Spent: 4.5 Hours. Poly Count: 120 Tris Texture Maps: 1024 x 1024 Normal, Diffuse, and Specular Maps. Software Used: Maya LT, Marmoset 3. I will…
The concept is a bit narrower than your scene (~90%) and taller (2 more tiles, ~115%). The text is also off - "05" should be the height of "Observation", and "Observation" should be ~60% of its height. The font itself doesn't really match. Look at the 'O's in particular. The concept font is a fairly standard sci-fi font,…
Actually he really looks like his entire body is tapering towards the top now. I'd say scale his head up 115% at least and maybe make his arms a bit bulkier to counter balance the tapered look. Otherwise he's going to end up looking like a pyramid. And you're gonna hate me, but from that back shot, his tail still looks too…
Hi I was wondering if anyone could help me with this. I'm making some RTS models suitable for the psp for a school project. They have 128x128 textures using 16 colors 15 and 1 team color. This model is 315 triangles. Anyone have any good tips for improving model readability at long distances. This is the model at what…
Hmmm this is not good news. I've just built a new PC: i7 4.5 ghz, 16gb Ram and the rest but I hadn't got a GPU yet. I'm using the on board card right now cos I was researching. I thought after looking around the Palit or Gainward GTX 580 3gb would have been the best bet, now I'm confused. I know about the slowdown with…
cool exercises. you might find this useful if you haven't seen it already http://polycount.com/discussion/comment/2385983/#Comment_2385983 I'm partial to physical 3,3 or 3,3/2 settles. it really depends on the amount of force you want to convey for the action. take the looking up action as example, a perky happy action…
The base nude is 3-3.5k with up to 4.5-5k total when fully armoured. We actually paint our base/spec/glow/tint textures at 1024, and then the game scales them in half and compresses them into all sorts of fun unreadability(512x512). The model is all on one sheet, with the exception of head/helm & hair. That is all on…
model https://www.youtube.com/watch?v=tr0f_M6v9Yc&t=315s https://www.youtube.com/watch?v=UTTrv0t9eww This Heron sculpt is a 3D-fication of one of my pencil drawings while i was attending a painting colony few months ago. The drawing was super well accepted and so it was given to one of the sponsors. So i decided to…
This is what I'm doing (after I have a model with subs, a low poly, and uv's) 1. generate displacement map 2. create plane polymesh 3d 3. subdivide a bunch 4. apply displacement map 4.5 Turn off ao and shadows in the render settings 4.8 BPR render 5. grab doc to create texture 6. export texture 7. cry This is what I'm…