Hay everyone decided to work on an old project and finish it/redo a lot of the parts to make them more accurate to the photo reference, and really just clean everything up as most of the parts were made sloppy. Some pieces I'm gonna keep but mostly all of them I'm going to redo and this time stick to the reference,…
For which Engine - XNA and M3G Application Current Polycount - Max Polycount - 10.000 for XNA, 1000 for M3G Texture Size - 1024 or 2048 for XNA and 512 for M3G Description of background information on piece - Realtime Character for my diploma thesis Where are you looking to receive criticism - Especially Modelling and…
My apologies to the good people of Polycount for leaving this thread inactive for so long. To celebrate my return, behold, images! The low poly is unwrapped and I've been working on baking. After a couple more iterations of the high poly, I've landed on something that I vastly prefer to the original, but is still a WIP.…
Heya all, I was starting to get worried the boards had gone belly up or something. Just now found the temp boards, it's good to see the place again. This is an update on that Horse guy model I was workng on. On this first pass I'm going with the short cropped hair/normal hands/regular glasses since it's closer to the…
Just finished the blockout for this piece, it'll be part of a larger scene called Hermit's Pond later while also being its own standalone portfolio entry. By far the weakest parts of my last project were SubD modeling, sculpting, and handpainted texture detailing so I plan to go hard on those this time around.
I have been working on the Castlevania environment fanart in Unreal 5.5 for the past few weeks. Finally, I decided to share some progress and make a log of progress here. A short storyboard as a guide- The castle entrance exploration - The main castle block out - SHOT 1,2,3 - Main shot SHOT 6 - Credits Thank you!
Hey Polycount community :D So this is actually a portfolio piece i am working on. I just thought i should get this stuff online so here it goes: This was actually the basic idea. in case you wonder why the hips are so big its just that i think it is cool to design an integrated weapon holster :D so this one is more of an…
Hey guys, this is my first post here and a hopeful brave first step into this community that manages to constantly leaves me in wonder. As part of a guided study I've been working on this model and hope to get a rudimentary launch sequence video, or at the very least a "showroom" sort of video for it. I was (and continue…
Hi everyone! I'm a recent graduate interested in environnement and lighting. Here's a simple corridor i've been working on in Unreal 4.27 for my portfolio. I'm looking to get some feedback on it. It's still a wip, I feel like some texture could be better like the little squares "tables" where the tv sits or some of the big…
My steps and vision for vehicles to explore other planets and moons for potential terraforming: I started my design with plasticity, blocking with basic forms with main idea for chassis : Other steps are just polishing and refining and switches to working ideas: blocking by materials to define shapes more specific: