Thanks for the response and for the image. I really appreciate you taking the time to share your point of view. I figured that solving a complex topology would give me more creative freedom. What I'm looking for is the ability to work without the stress of thinking: "I can't add details here, otherwise the mesh won't have…
I think the polycount is about 100.000 for the whole thing so kind of a medium poly count. But all the details is from DDO generated normal map except for some of the deep scratches on the wood gun carrige. I wish i had left that to DDO thouggh as i think i over did some of it in Zbrush. Waiting for DDO 1,9 wich should…
Hi. I really like your scene so far. Good attention to details. The scene is recognizable after concept. The modeling stage is solid. And I like how the scene is improving. The thing that your scene is lacking is good lighting, as others have pointed out. I did a quick paintover over your first image. I hope you don't mind…
Thanks guys! Hey everyone, here's another batch of work I did since my last work posted here. Got the chance to do a spaceship for the Marmoset team. Did a Tec-9 and an ssg + a p99 which are 2 full complete tutorials. 4k screens on my artstation. Hope you like them! https://youtu.be/XoM8nn_W4G0…
@floon Wow thanks for that thorough explanation! And thank you for the anatomy next site. Holy crap they have a lot of good stuff. @trianglesqrt Those clothes folds look nice. I gotta check out marvelous designer at some point. Is there an option to have quads instead of tris? I guess it doesn't matter that much since you…
That game took some interesting liberties with character proportions and designs. I was at EA during its development, but didn't get a first hand look at the design process. Here's a write up from Bioware,…
i did this primarily because I'm going to need it at work on monday but it's a neat enough trick that it's worth sharing here generally speaking I don't do a lot with fx-maps. most things can be done better in pixel processors if you apply enough maths but in this instance I will need to take advantage of their inherent…
I’ve been working on quad remeshing workflows for animation and game assets, specifically around edge flow consistency and deformation safety. Most automatic remeshers are fine for previews, but I kept running into problems on denser meshes where diagonals and uneven flow made rigging unpredictable. Below is a before/after…
Sorry for the long delay, work has gotten a bit crazy, so trying to find time is a bit difficult. Anyways, I went away a did a quick mock-up (don't judge my drawing skills)of some changes I plan to do. I'm not going to change this a great deal as I feel this should be more of a learning curve, reflecting on what I could of…
Here are my break downs for the scene.. Its pretty straight forward.. I started to block out 3 pathways at 3 elevations.. and then took the free assets from the infinity blade collection and tried to match it and modify the scene accordingly.. I did begin with some ultra rough blockouts.. But did not spend much time on…