Some more useful links, because i have no constructive crits. http://gametextures.com/blog/2012/08/08/224/ http://www.indiedb.com/groups/3d-artists-group/tutorials/photoshop-bringing-balance-to-a-texture
Thanks man! :) I've changed the design of the pommel so that it is more angular (complete redesign) and I've shortened the grip. The new polyount of the weapon is 224 polys and 402 tris.
SideFX is coming to GDC - Join us at Booth #224 for presentations on procedural techniques using Houdini and Houdini Engine by SideFX and Industry experts from companies such as Microsoft Studios, Frima Studios, Ozone Interactive, Insomniac Games and Electronic Arts. - http://bit.ly/1zcTX9h
If you don't know anything about webdesign, its best just to do something like this, http://adambromell.com/ and spend the rest of your time improving your game art skills. EDIT: Chris beat me to the punch. Really this is all you need [html] <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"…
Decided to show off my first character for a little project I am working on in UE4. Hope you guys enjoy, please leave any crits, comments, or questions. Original Concept: Untextured (3,485 Polys): Textured (One 1024x1024): Weapons (Shield: 224 Polys Bat: 156 Polys): Textured (One 1024x1024): Pose (Rendered in Marmoset…
hi all, I've just discovered this great forum 2 days ago and I find it very interesting in the low poly modelisation. so that's some of my last works from my Portfolio: tris : 258 tex: 64*64 tris : 224 tex: 64*64 tris : 176 tex: 64*64 cheers.
Baked the fbx files in maya2020 + 2024. unlike 2020 maya 2024 can use mikk tangent space now which gives an obvious difference in the box soft bake normal map. bake settings are identical. top 2020, bottom 2024. also painter 9.1.1 (both left to right: hard, soft, bevel. screenshots in app viewports. attached are the png´s)