[ QUOTE ] I think probably the only person on here who would have remembered me from before was Frosty, but he stopped posting the same week I registered again. [/ QUOTE ] Although I've never been a very active polycount member, I still remember you. I believe you replied on one of my skin topics on the old boards. [ QUOTE…
Hi, I recently tried to bake a normalmap based on a "Highpoly" which is actually the same mesh but with Rounded Edge materials. I created the sample mesh with MOP Booleans by W. Vaughan (http://pushingpoints.com/v2/the-pushing-points-mop-booleans-kit-for-modo/). Instead of fixing all the Ngons with nice loops etc. to get a…
Hello! I think you have till now managed to translate the concept well in 3d. Keep up the good work! Please do not forget to model or texture the sheets of paper lying around in the streets of the concept, it makes your scene a lot more lively if they are included. I would also consider thinking about modeling this one…
This looks like it is a mix of both issues: general anatomy/proportion problems (even if it is meant to be stylized) and the previously mentioned tendency to subdivide way too soon so that you are working with more polygons than needed. It's possible your basemesh might also be making things harder for you since the…
The layout is fine (maybe a png for the logo), work is decent but I would advise to sit down for 2 weeks and push out some new things, your latest stuff is always your best stuff. Then do a hard selection, only show the best work. Also do you want to do characters or environment ? For the characters, definitely cut the…
here's a stab at some critique. 1. the way this metal is set between the wood is great. It's also nearly invisible. This metal just feels way too dark, and you lose the detail. 2. This particular edge feels really low poly. 3. Why are all the screws rotated the same? maybe it's accurate or something but...throws me off. 4.…
@James Ordner Even if u do not move objects,u might want to change the color or brightness of the light source,or u decide to move the light because u want to change the direction of ur light,or u do not like how the shadows have been cast.For each experimentation,thou shall rebuild.I can't stress how annoying that is.…
"The main goal is simply to be familiar with all of these various steps, however all my efforts are to eventually make a game. So in that case, a production asset with a high poly and low poly. " In my opinion you are tackling the process the wrong way around. If your goal is to make a game, then your focus should not be…
Well that's some amazingly interesting infos you're giving here. I'm gonna try all that out, though I'm not sure I understand it all right away It's pretty late and I spent my day baking. It's always a hard part of the job (for me at least). - Is there a reason why you use Mikk / xNormal Tangent Space instead of "Marmoset"…
Hello and welcome to Polycount :) The scene itself looks pretty promising but as sybrix already stated you got some serious issues in it. Fortunately the most of it are minor tweaks and not really hard to do. The most time consuming thing you have to fix are your texture seems, dig a bit deeper into UVing and try to hide…