@CataFa: I'm kind of confused as how the sculpt integrates into the final game asset? If there are no normal maps, are the sculpt just used to bake an AO map onto the low-poly Retopo game model? I'm trying to figure out the process with this project: http://www.polycount.com/forum/showthread.php?t=106169 and I'm wracking…
One of my dream tools for modeling has always been wanting the ability to draw any object I like by hand, and software would instantly rasterize it into a 3D model. The time I would save being able to draw individual screws for hardsurface props would be phenominal. Or one of my current struggles is taking drawings of…
Its very, very blocky and dosn't quite capture the gundam form. You need to spend more time on each part and adding enough detail to each to do the profile justice. http://www.clockworkmachina.com/wp-content/uploads/2007/11/mg-102_rx-0_unicorn_gundam_01.jpg…
Comenting from a hardsurface POV, likewise beyond animating a primative or even two thereof; Is seriously a mind f'ing exercise at best so that aside for a sec well ATM at least I'm delving into both Unity/UE's store primarily picking apart rig/anim examples of load-reload and track sequences coz theres hardly anything…
i dont know how fast the unfold 3d interface is but I had wings downloaded, installed, importing and unwrapping shit automatically (even choosing the best seam for me) in about 1 minute after never using the program. I clicked one button and it was done. Doesn't get much easier than that. Anyway both programs seem to have…
I'll second for taking down the character stuff. You've got some great hardsurface/props. The character stuff really takes away from a very impressive student portfolio. Unless of course, you want to do characters for a living, which in my opinion you won't get hired for. If you really want to do env stuff and incorporate…
dont rush into the high poly before you get the anatomy down, really go back and really sculpt this out nicely before you start getting crazy on details of sub d hard surface stuff (id recommend touching that face up alot..hes got bubba angry lip syndrom going on. also get some eye's in there so you can scale / sculpt the…
The body is "done", I say that with quotations as there are some small tweaks here and there that need to occur like the shoulders and while not shown here, the legs need to be made slightly skinnier. Original idea was to do the hardsurface details in zBrush but maya was just 1000x easier and faster to create it in. This…
didnt do much about this one for a while but decided to continue oke the concept changed some but i really like it better this way tonight im going to work on the back details did some work on it my plan was to make the budy hardsurface and bake it the arms and head and belly in zbrush classmate will show me how to do the…
holy ****, this looks awesome !!!1111111 did you create the scifi helmet in zbrush? looks like a good hardsurface modeling practise in a 3d app for me. the creature looks really mean, i like that :D the corpse guy looks also great, would love to see this guy textured. keep up the good stuff, i saved your images to my…