yes, its your portfolio. spend the extra effort. to expand on this, one of the things that your portfolio showcases is your mentality and mindset. Showcasing a bunch of messy models because you wanted to save time isn't a great idea. I am a HUGE advocate of time management and working smarter not harder but this is a great…
Hey guys, So I was just wondering is it considered unprofessional/lazy to have game assets decimated rather than retopologized by hand? And I am not talking about characters, or things that will be deforming. I am talking more about things like rocks to weapons and even bigger assets like spaceships. Should I avoid showing…
your results do look good and I think this is a good shortcut when you are under pressure and have a decent poly budget to spend but I wouldn't show this sort of thing in my portfolio to be honest, to me it seems like a last resort when you just don't have time to do your best work. Most studios will expect good uvs so I…
I'd decimate it, but don't show the wires. I want to argue, with items like the space ship, I can trust that you know how to retopo properly. It's sort of this feeling "really, how hard would it be to poperly retopo something THIS complex if you had the time?" I feel safe making the assumption with your work, AND if you…
I don't think retopo should take days for either of those assets. The rifle I could probably retopo in a few hours. You need to be practiced in retopology because it matters for baking, rigging, animation... this is all important stuff for game models. Static environment props you could probably auto-unwrap, but weapons…
Hello there, let me start by saying i haven't worked in a studio yet, i am nothing but a newbie but i want to say a couple of things that come to my mind, which i believe should be mentioned. First of all i loved that video you posted, it's the first time i see a video related to houdini and i can say it's rather handy…
There are a few exceptions (like rocks), but hard surface stuff should always be properly retopologized for the lowpoly (at least when it comes to your portfolio; what you're allowed to get away with in production will vary a lot). Your portfolio isn't just about final visual quality, it's also about showing you understand…
For hard surface models you should be working in a way that makes it easier to create a low poly later. For example; you start every model with a blockout model that becomes the basis for a low poly model afterwards. The decimated gun just seems like it’s still too hi poly to me. You’re not showing how you can bake a model…