Well you know how to model, and texture work on those two, I started out working on NDS games so lowpoly was the way to go for me. Tried to find the thread of the triangle/texture limitation on engines but can't so yea get new projects to around 1000-2000 triangles and texture them start with hand painted. That should be…
thanks guys! I know, that's the biggest thing I'm up against when talking with parents. They don't want to except that a degree isn't as useful as a solid portfolio in the art industry. Thanks, It's hard to balance between too much information and not enough so I'm glad its working for you. Well once I wrap up the online…
Hey dude. It will probably be hard to find a job in the industry in one year, but starting with lowpoly handpainted stuff might be the best idea, I think it's easier to find a job in a mobile game studio, so that's generally the kind of stuff they're looking for. If you want an advice : take a concept of something you like…
it would help to be a little more specific. are you talking about doing poses for a sculpted highres character or a game-ready model, or anything in-between? FWIW i always stick a rig in and if the model is dense, create a lowpoly proxy geometry out of it that i skin and then use as a skinning proxy for my actual model to…
Had a few hours today to spend on this project today, busy absorbing as much sun here in Sweden, you dont get many sunny days here per year so you have to make the most out of the few you get =) Did a quick lowpoly and a quick UV, tossed some ideas away in favor of finishing the project. Was gonna start messing around in…
I think I've mentioned this before, but I'd like to repeat how much I love the layer system in Blender (usually), because you can change them with the number keys, and Shift+number keys for showing multiple ones. I generally put the different parts of the highpoly on the first five layers, lowpoly parts and versions in 6-9…
Progress! Well, a bit. Spent a lot of the weekend exploring better ropes and doing high and low-polys - those will come into play later. The rest of the weekend was spent on additional details for Le Renard and on a blockout and high poly of her carronades. For gameplay reasons I think we will skip her having cannons on…
@Xelan101 Awesome hammer sculpt! It makes me want to go back and exaggerate some proportions on mine! @jonnavidson You might want to double check some of your proportions. The ladders in the concept are at approximately the same angle and are the same height. Your top left ladder looks correct, but the top right one is way…
Pasted from the original entry: "Leo", made in a two week assignment. First time I properly used specular and gloss maps and second time I made a character baking normals from a mudbox sculpt. Still have some tweaking as well as posing to do but it's been a blast to make so far. "Lowpoly Ellie" just finished this up. This…
I agree with all comments above,you have to keep in mind that in a production environment,you find yourself doing iterations/adjustments om your assets most of the time. Those are are a result of the design department(design changes),an art director/lead who changes his mind,levelgeometry/gameplay changes etc etc. With…