Hi there, This is my first post here so I'll introduce myself: I'm Kane, yes real birth name, not a nickname. 20 nearly 21 Games Design Student England. Right now thats done. Im lookin for some comments and criticism for this model. Its still a WIP so please don't say wheres the steering wheel. But if people have…
Here's my latest model. He's a mercenary/arms smuggler. I was going for a cinematic quality character. He's coming in at 11, 904 triangles, with a 2048 diffuse, spec and normal map. Max scanline render. I welcome any comments or feedback. Pardon my shameless self promotion, but I'm looking for work as a character artist,…
Yesterday my client sent me a piece that needed to be fixed. The decorative element intended for printing/molding/whatever. Some size and proportion changes were required. In the end he decided to redo the piece altogether and I asked to get a shot at it (he has some other guy doing it). He sent me an template which…
ok here is the deal, i wanted to make a car after a long while (zmodeler,gta3 was the last time), but i cant find a good way to boxmodel this car ( simple tuts do not apply, for this car being far more complex) so i tried edge pulling my way into this model, but i really cant stand editable mesh ( and edge pulling) so…
Hey guys, decided to get my workflow into polycount and get some more crit :) :) . Lets roll. I study at the University of Hertfordshire and I have been given a brief to make a mock video game trailer. The fist step was to get a team together and come up with an idea. So I got the group, here is the game pitch: (note, if…
I will be recreating the following scene for my University FYP in Unreal 4 Engine which has been inspired by Alien.Blade runner and the fifth element. My first goal was to observe and de construct by highlighting the main points and interests, create a colour pallet also compare to the three movies, Concept Chosen Did a…
Wasnt originally gonna pimp this as its a reaaally generic and kinda boring subject but i feel i could use some fresh pair of eyes to look at the mesh and spot areas that can improve. currently sits at ~3500 polys and its supposed to go into UT2004 later on.
First thread i start here =) This is a model i've doing in my spare time for a game called 1944 LINK: (there are some mirroring errors, can't get 3dsmax working well with mirrored UVWs and normal maps ) Polycount: 5200 tris. Textures: 1024*1024 Normal map