Hi Guys New to Toolbag and the beta as I come from the other side of the rendering fence. Just took my first stab at Marmoset for OS X. Hoping I may be able to use it in my pipeline for testing before hopping into RenderMan. Here's some initial, random feedback. I'm testing this on an older 8-core Mac Pro, 32GB RAM, OS X…
This is the finished result of an art test that I just took from a certain video games company. The task was creating a textured game model waist down with poly budget up to 40k triscount based on Brad Pitt character from the movie "Fury" in under three weeks calendar days. It was really a test and challenge for my…
Isn't this just going to throw out cheap junk? Even those examples only look superficially good; even half of your own examples look quite terrible compared to the references. That's why you're hiding it by just showing the wireframes, right? And that's ignoring all the ethical problems of this kind of tech; I seriously…
We are looking for an experienced UI/UX Designer to collaborate on a freelance basis (with potential to turn into more once pre-production ends). The team is currently prototyping a new simulation/management project set in ancient Rome focused around gladiators with gritty visuals. Responsibilities: * Create High-Quality…
While back I posted an update on a game character I had been building. I've gotten a working rig and even started doing test poses and renders before moving on to the animation loop work. Here's the Artstation for anyone interested in seeing other renders, textures, wireframes,…
Today I finished my low poly and baked down the geo! :) Here are some screenshots of the final bake! And here is the low poly wireframe and my UV layout! :) The final asset comes to 5000 tris. Thanks for takkingg a look! :D
Hand is looking a bit rough right now. I would suggest looking at wireframes of other peoples models and study. I use the website Sketchfab a lot for this purpose. You can also, if you want, be more efficient with your polys by reducing it in places where you dont need it, such as the back of the head, where the hair will…
Looks good :) Your vegetation post is your weakest atm. The grass looks super fuzzy on the rocks, the rock texturing is a bit lackluster, and the rock sculpt/shapes don't look very convincing. Kinda looks like crumpled up fabric in the rolling video. Just like Magiton mentioned, I'd want to see wireframes, high poly,…
Checkout my recent work sample of a low-poly 3D model and photo-realistic 4K render of an electronic toaster, starting from wireframe modeling to color variations, and multi-angle views! https://www.reddit.com/r/3DVisuals/comments/148e3gd/electric_toaster_3d_model/