Hi there, I'm relatively new to PolyCount so wasn't sure if this was the right place for my question - if not then feel free to move it. I'm a student currently writing a research document on 'How would one make low poly game assets effective within a contemporary game engine in today’s increasing demanding market?' Could…
Hi all 3d Pro!! This is my first asset for game 3d,retopology,unwrap, bake. I have some error and some question. Maybe you can help me ? look Image. Need more polygons for bake better handle ? look one side hole another is ok and i use symmetry in 3ds max. Exist soft where i can see preview of how it is bake ? Tnx all who…
Maybe you have already tried this? However, what I usually do to keep style. I have a hand full of alphas and brushes I always use for wood, metal, and or rocks. and I usually go about sculpting them in the same order each time. Clip curve > move topo > Trim dynamic on "edges" > the same 2 alphas every time > Orb flatten >…
So I decided to make a P229 Legion, and then stripped away some of the branding/badges that I didn't like. It's the first game asset I've ever produced, but I'd be super grateful for any constructive criticism! I do think the materials are a bit plain, but at the same time, I wanted to go for a close to factory-new look.…
This is a near-future EG36 Modular Carbine designed to be ideal in your near-future FPS projects or RPG projects. This model is designed to be optimal for mobile usage, webplayer usage or standalone builds. The weapon is comprised of 1,230 polygons and utilizes (1) 2048 x 2048 Diffuse Map, (1) 2048 x 2048 Normal Map and…
You may find this relevant to your research: http://www.polycount.com/forum/showthread.php?t=89682 For weapons and hero assets (character assets) I would say use unique texture sheets. For environment pieces, I would modularize as much as possible and utilize a standardized UV layout, tiling textures, and material graphs…
I like your environments. To finish them off add detail assets where walls touch floors or assets touch the ground. For example in your junk yard scene you could add dead grass around the tires. And for your cave scene you could add little rock pebbles or something.
I am currently working on a scene for my portfolio. Its a sciFi/future military base that has been abandoned and is now being overgrown by the surrounding vegetation. Although the inhabitants have left there are still a few drone ships that continue to run their perimeter defense. Here are a couple assets I am working on.…
Thanks for the feedback! I'm going to try and give everything an art deco style, and for the chest I want to give it lots of intricate detail and an art deco design. I may make a close up detail sketch of the chest before modeling it out. I also may have to rework the texture of the bath/shower piece to give it more of an…
Hey guys - Heres my very first game asset created with Maya, Photoshop, nDo2 and rendered out with Marmoset. I know there's definitely lots that can be improved so please, don't hold back! Looking back at it I could probably have gotten rid of some more polys. Used an alpha map for the grate on the front but did not…