i went from character artists (I never was that good to begin with) to environment and then back to characters and tech-art. It's never too late to switch. Plus I still keep hearing how Zbrush is super awesome and in high demand for env artists. All the new hardsurface workflows and detailing techniques are still something…
Honestly, I think your low poly doesn't look too bad. I know what you mean when you feel like your high poly is a bit smushy (the nature of trying to get hardsurface with zbrush brushes...), but the bake actually cleared up a lot of it. I think the addition of material detail would do so even further, so I wouldn't worry…
the thing is how clean should it be..? as clean as you need it... if you need the asset only for baking... its faster to do the final cleaning pass in Ps.... if you model a hardsurface asset for rendering and its only 200 pixel big on the final image it dont have to be that clean... if the asset is getting damaged and full…
@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…