I used to work for Offload Studios back when they up and some general tips I can point out for general 3d printing stuff is: No instanced geometry, it wont print. all normals facing the correct direction make sure all pieces have some amount of intersection otherwise it will fall apart/off , you can just simply go in and…
I did the normalmapping for our Dominance War II entry on a Pentium 4 3.0ghz with 1gb RAM and an ATI Radeon 9800 Pro, the main character model was over 1 million triangles for the final high-res mesh, I had it in my Max scene but hidden most of the time, used a mid-high mesh (about 200,000 tris) to match up the lowpoly to…
Welcome to workn life! Things have to get done fast, and good. So yea, missing the turn in date on a art test will deffinately get you passed over. But its great that you did finish. You should keep time in mind on your next personal piece and see how fast you can do it. Keep trying to push the speed while keeping quality…
Hey, good start! A few notes: Concept is on the cartoony side, asset appears to go in a more realistic looking direction. If that's the goal, I would also consult additional real world references to push the believability. If you want it to go in a cartoony direction, I would pull references from games with similar styles…
thanks rhinokey. On my last model i exported lopoly from max to zbrush built hipoly saved it.Then i collapsed all to sub div 1(saved under dif name) exported that back to max to uvwmap/unwrap then imported hipoly and created my normal in max.It did it this way as the lopoly model slightly changed when building the high. I…
Oh, another AIE alum? Good to see folks around the place. =) Especially since I see your title is "character artist", I second choosing a more readable concept. Ideally, a decent front and back view too so you aren't left making up details. Honestly speaking, with your current levels of anatomy fundamentals vs how to…
Zbrush uses "uv matching" method while Marmoset, Substance Painter, Xnormal, and other bakers uses ray tracing. This means that the smoothing of the lowpoly is taken into account when you bake using ray tracing, while the uv matching method ignores the target mesh smoothing and therefore its shading. This can result in…
Not bad. Designwise i think it mostly holds up. Except for the inside of the engines, that looks like the front of a 1950's jeep or something. The black covers on the engine are also a bit blocky and lowpoly looking. The presentation and some of the texturing is holding it back though. I don't see much material definition,…
Now days I usually do the boolean+zbrush method for high-poly and along side that method I get a low-poly "base" to work from when creating the low-poly. Super short rundown of high & low-poly: High-poly: Blockout to get general shape and scale of things > Start adding details etc (a lot of boolean is used) > Copy what…
Finally,
the high poly of the soldier is done. I tried to add many details using my own
hard surface alphas. I really tried to give a different look between the armor
and the suit beneath it. I also modelled the equipment that will come along the
soldier. This will help me to break the symmetry look of the character.…