Thanks. The comment on my characters. What is lacking about them? For game ready wireframes is it the polycount, edge flow, just asking for what I need to do to improve.
You posted a thread recently and I got reminded that I had this open in a tab to reply to, but completely forgot. So. Bumping this, I guess. - Browsing your work is difficult with this site. I don't really know at a glance if these are your only 3 pieces, or if you have breakdown shots. Your texture work is not immediately…
I'm working on my first High-Low bake project. I've hit kind of a wall in terms of how to finish the project. Below I posted my current progress with some workflow info, and questions. Block Out = 13,542 tris Hi Poly = 389,664 tris Low Poly = 3668 tris - Things I made sure to do during modeling: Recalc Normals, Remove…
I've managed to get in on this as well. Didn't think I was going to make it with family and holidays delaying things. This is the first weapon I've attempted and I like how it's come out. I've just finished modeling and moving on to baking. I'm thinking my low poly is a little too low on some of the circles/curves so…
If you are or any one is getting any "brand name" versions. I usually watch repair techs & they have .02's to add to the internal workings of which cards(companies) are good in comparison to the others, 1 & 2 some helpful information for the longevity of your products & when to check/change "pads/paste", are also mentioned…
Thanks a lot for your message, I found your perspective really interesting and it actually resonates a lot with my own thoughts. I didn’t mention it in my original post since I was mainly asking for portfolio feedback, but on the side of my current 3D work, I’m also building an indie game project with a friend I met…
I ran some render tests and some of the ambient shadows were too strong(the metal piece at the bottom of the sheath, for example), but that was just because the object weren't close enough to eachother. The rest of the model was fine, so I decided to move on to texturing. I also prepared an ID map to have an easier time…
Okay sorry for being a bit cagey about describing this. I've been able to narrow it down to simple export from Max, i'm using this inside of daz so i use a variety of programs but dont let that throw you off. 1 shows materials inside of max all multi-surface. 2 shows the materials inside of uv mapper. 3 shows my export…
Plenty of people use this approach, I think you don't actually understand why people get upset with you. I was actually thinking of modeling your character to show you a good low poly edge flow and how it could be pulled off with 2,000 tris but then I remembered that you've always ignored my advice or tossed strange…
Hey everyone. I'm looking for someone who can contribute environment art and props (both texture and models) to our game, Multivaders (http://multivaders.com). Right now it's a non-commercial game and current plans are to release the game for free (so I can't offer money for your help at the moment) but there are things I…