Thanks for posting, the highpolys are nice and simple. I almost think the highpolys could have been skipped for this and you could have done all of that information using Photoshop and CrazyBump/nVidia. Save some beveled edges, its primarily nuts & bolts and some 2pixel edges here and there. (This is something I would also…
I'm probably doing a lot of things wrong, but this is my first time baking normals. I also tried to bake them to a simple plane, that worked just fine. Also this is just a test, there is pinching at some of the corners> I don't really care about those right now since I've spent a few days screwing around trying to fix…
Hello there! This is my progress so far on the lamp. I know this challenges are meant for realtime rendering, but I wanted to test my hardsurface skills and go full subd on my highpoly. After I model all the pieces I'm going to do the proper retopo for the lowpoly and bakes.
So this is important even for highpoly / decimated highpoly model? I figured that it is the best option. But I kinda messed up with division levels, so just trying to use this for learning experience for now :) Yes, sure. Added my attempt at explanation below.
So has there been any change to the way hair is handled on high poly modles or is it still just stuck to the head or transparent planes? Also, has anyone tried to model long curly hair? Like a greek god with a curling iron fixation?
Hey there, I'm pretty new to this forum but I was wondering if I could get some feedback on this CRT TV model I'm making. I've been trying really hard recently to really get good at 3D modeling and actually learn industry standard techniques and stuff like that. I plan on duplicating and subdividing this to make a highpoly…
Hey everyone, I’m starting a WIP thread for a hero environment prop I’m building for my MA Game Art “Developing Skills” unit and my portfolio. 🔧 Project goal I’m basing this on the “Blast Furnace and Blacksmithing Equipment” concept from Dragon Age: The Veilguard (Creative Uncut link):…