Rule #137 for Maximum-Awesome in Videogame Development from an Artists Point of View (MAVDAPV for short). Always. And thats.. ALWAYS.. unwrap cylinders to be little cocks! Then you'll have super secret dicks in all your unwraps! MWUAHAHAHAHAHAHAHA *Not really. Efficient unwraps are, of course, what you should be after. But…
glad u mentioned that, i usualy make them 5-6k max for companies i work with but since this is just a portfolio piece, and a pretty loaded gun (rail scope and stuff) should i go more then 8K? heres how it is now, its 13k, but i can cut here and there what ya think? cut more or keep and enjoy the roundness? :O
Overstock.com said they just shipped it (got it for $116 preordered, free shipping). Unfortunately I did not order any games, I was counting on ordering a cartridge that has a slot for an SD card so I can do homebrews and the like but I don't know which to choose or where to buy. Any help? thx. Also, anyone interested in…
Good evening, just about to post some of my first ever hair modelling out of polystrips...(I have never done it this way so maybe someone can give me some advice...) Still trying to make the hair while keeping the polycount down...i am nearing 13k...not necessarily low enough... By all means, I'm open to suggestions...
miauu’s Manage Links is updated to version 1.6 Changelog: + NEW: Added "Use only old importer in 3ds Max 2022+". Allows 3ds max 2022+ and newer versions to always use the old SKP importer, because on some skp files the new ATF SKP Importer works very bad. + FIXED: Sometimes wrong UVs in 3ds max 2023. + FIXED: Some issues…
Hello everyone. New project. The idea was to create totally unreal and useless sword with sculpted relief ;] Finished HP: and first part of tutorial (time-lapse in fact). There will be second part (sculpting) for sure and maybe retopology and mapping, texturing part someday.: Codec: Xvid Size: 319 mb Time: 70 min (click on…
i'm working on a character in tf2 style for fun, i've read a bit about their specs, close to 13k polys teeth and eyes modeled . but i'm not sure, is it possible to put player models in tf2 at this point? and how would you do all the fancy shader stuff they use on the characters. any links to resources would be helpfull.…
EDIT - Ok the map has been updated! check out the new screenies below! Hi guys, Not posted here in a LONG time, Unfortunatly its not art im posting this time, I've just recently finished up a tf2 map and was wondering if anyone is interested. It took 130 hours to complete and im DYING to try it out with a full server.…
Hello poly-count I am currently working on a small project for Mid-evil weaponry and I am torn on which texture to use on my sickle. My current favorite is. But the others that I have tried are these. So basically I am just asking basic opinions on the textures themselves. all of them have diffuse and bump maps from the…
I started with sculpting the skull, then decided to do the rest. So far, here's a blockout with some details and I'm starting on the skeleton and then need to think about the rope. @wolf_rt 13k tris sounds fine to me seeing as its a big piece with many details. You can use a single high poly bolt to bake for the all the…