The first thing that sticks out to me for your retopo'd meshes is the density of your mesh and texel density of your UVs. For a low poly/retopo you want there to be no extra geo that isn't contributing to the form of the object. The low poly should match the silhouette of the high poly but you don't need all of those extra…
I agree 20k is a reasonable polycount these days, most next gen real time renderers can handle alot of polygons (possibly more then you would need:P) its the texture size and advanced material/lighting effects that really cause the significant slowdowns. That said I think its optimised pretty much as good as it could be…
Why does an otherwise dry bone skull, have blood on it? Good work though, fairly standard but for your first try is zbrush it's nice. Keep on sculpting!
Hi! My name is Kaspian and i'm gonna try and do the one sketch a day challenge. My main goal is to improve in 3d-modeling and sculpting but specifically in zbrush. My workflow is a little bit un-smooth as it is right now but i'm thinking that'll improve with each sketch. I'm going to start with a classic, sculpting heads.…
Welcome to Polycount! Kudos for laying out your situation, this is a good amount of info for people to understand how to help you get the most out of your journey. You mentioned "industry", I guess you mean game development? The game industry however is perhaps the hardest to enter, simply because everyone likes playing…
I was hoping to get feedback on a character I'm painting. It's a looter, criminal. It's not a main character type of look, he would not be the NPC who sells you apples either, but I think, more of a guy who you would at most, have to bounty hunt for a reward for looting a village with his gang or something. I was looking…
Super Happy Cow: LOL.. you think this hair is bad? You should have seen the 5 other attempts that I was too embarrassed to post. :O I agree though, It's hardly something to be proud of... gonna be honest - the neck stays, it's elongated for sure but i love it oh so much. Melonman: Good call on the cheeks - I had them way…
Forced myself into working on the mammoth skull idea for the wolves den and to further my ideas for the inhibitor and turret. In my design I'm also addressing my main source of irritation when playing League of Legends: The game rule that you cannot destroy the inhibitor before destroying the turret in front of it. It's a…
Looks good, my crits would be the horns don't look like part of the skull, they're just look slapped on, and the eye cover needs to look like it attaches somewhare, probably best if it goes arround the skull. THe feet and ankles could use detailing as well so it looks like there's structure underneath. The placement of the…
@ Chrisradsby-- thanks man! yeah I see what you're saying about the colors on the handle.. I could perhaps lighten them up a little bit. I haven't made a spec map for this yet, and it's not lit very well because the DX shader will only use one light. If I get it into Unreal, it should look a little better. @ Linkov--…