@christrom It looks like you're headed in the right direction. Like Eric already mentioned, what you have would be fine for baking in most high to low game art workflows. As far as a light technical critique of the model and topology: if the goal is to create accurate, detailed high poly assets with a relatively even…
Hi, i want to manually select a point on a spline (line) and refine the spline exactly there. The selected point is even select and i can move it away. Should work like adding new polygons: hold shift and move the polygon. But i don't think i get it running like: hold shift > move knot > spline will be extended. So a…
Lighting & Materials Progress Update Hello again, quick update after a productive stretch. :) Recently I’ve been focusing on setting up a first lighting pass across the scene, aiming to establish the overall mood, scale, and readability before pushing anything too dramatic. Most of the primary lights are now in place,…
hmm I would'nt worry about ditribution of polygons just yet..espesially if this is your basemesh...some bits of the mesh are going to be denser than others when it comes to your sculpt...if you need to bump it up..just subdivide it up to the next lvl...retopo the geometry once your forms are defined by the sculpt as far as…
Hello! I'm the developer of a game on Steam called Party Panic. I'm currently working on a new game that's in it's early prototype phase, and I'm looking for someone I can offload some of the 3d work to every once in a while, paid per task/group of tasks as the prototype development progresses. I'm *okay* at many of these…
This is for an assignment on my University course, 3D Games Art. (Thread taken from my own post on our Uni forum). For this brief, I am creating a cave interior with my hero asset being an ancient building ruin inspired by Cambodian temples such as Angkor Wat and Ta Prohm. I created some greybox models in Maya first to…
Greetings! We are developing a premium browser-based 3D configurator for fiberglass swimming pools and are looking for an experienced realtime technical artist / game-ready asset specialist to assist with optimization, retopology, material conversion, and realtime rendering workflows. We need someone who specializes in…
This week, I refined the UVs and began the initial texturing pass in Substance Painter. The focus was on improving the UV layout for better texture distribution and for establishing the base materials and surface details.
A couple more characters. I think I figured out a few little tricks to make this style look a bit better. The furthest right character, the Nubian, was created a couple days ago. Then I did the two satyr characters, and I think they do look a bit more refined. There is a few subtle changes: 1. I added thin borders of color…
It looks like you are defining large forms at high subdiv, try going down a few and smoothing things out before going back up. When you define larger forms at high sub lvls you end up with unsightly smoothing errors. Getting better tho just keep looking at ref and refining. I would suggest looking at some pics of people…