I can bitch about anything. Just look around. Old Age (heh) is making me surley. Sides I've never seen polycount as a design forum, more like an artist hang-out. Well actually I remember it as a Quake2 modellers hang-out, lol probably think that whole 6-7year break might've been a bad idea. Caught in a time warp. heh I…
That jiggle is ace! as its a 2handed staff and the motion is all about the movement. I would focus on the hand grips of the staff. The fingers could be posed more realistically rather than just a cupping pose. I would also try get stronger lines in the arms with the staff. The first strike pose the arms could be more…
A lot of your high poly modeling quality is going to come from some of your modeling fundamentals: blocking out forms, command of edge flow and support loops, and understanding how subdividing affects a surface's shape and volume. If you're struggling with these fundamentals, you simply need to experiment with modeling…
I've just started using Sculptris (or sculpting in general), and I'm beginning to get a hang of the controls (my artistic ability is another matter entirely). I'm making a monster/demon/thing with 8 horns, and I don't exactly get how to make them nice and smooth with sharp points on the ends.
Thanks for the comment, Avanthera! I know what you're talking about, ever since I read the Valve character design pdf I've been noticing those subtle gradients in a lot of artits' work. I don't know if I've totally gotten the hang of it, but the Boss character (the rocky, flamey dude in my last post) was my first real…
Hi, I'm working on a character/creature for a game being developed in unity 5 and I've been given a very flexible triangle limit, <80k; but I'm actually not sure how such dense meshes are handled. My instinct is to model the silhouette and animation loops as normal and then use the rest of the poly budget via…
Polycount's Hamish Bode had a chance to chat with Paul Pepera, master hard-surface high poly modeler and Lead Mission Artist for 343 Industries. Hamish Bode: How long have you been involved in the games industry and what's your current role? Paul Pepera: I have been modding games most of my life but I got my first…
Splitting normals before baking is a good process. We have a bit about why this is important: http://wiki.polycount.com/wiki/Normal_Map_Modeling#Smoothing_Groups_.26_Hard_Edges Also some great examples here, along with info on why those extreme gradients are best to avoid…
Yes, I know it's a very hard industry to break into... I'm a bit lucky in that I have two creative freelancers in my immediate family who have broken into the industry, so I've seen first hand exactly how hard it is, but all the bonuses too :) I figure if there was any time to give it a go and see if it's a route I would…