For instance hard surface automotive content e.g. Gran Turismo PS3, their vehicles we're generally 500k tri count so fairly comparable to budgets nowadays mitigating potential efficiency bottlenecks excluding evolving tech, remains fundamentally unchanged i.e. well thought out topology, uv's, LODS...etc As already shared…
sharpening up the mips in a DDS manually in photoshop to counter terrain shading blurriness personnally i disagree with this, i find it makes any tiling issues much worse and really just ups the contrast in the mips not really makes any difference to the sharpeness of the image, also makes any aliasing issues much worse.…
Hi! I recommend sharing the references you're using too, so people look at the same source as you. If this is for a game project, I recommend getting this into engine early and frequently checking there while working, using the game camera. Overall it might be worth blocking a play-space out first, then making it pretty.…
HEY HOW DO I SHARE ART LIKE YOU SHARED HERE I AM NEW HERE I CANT FIND SHARE OPTION IN THIS FORUM 3D Art Showcase & Critiques PREVIEWITS RETURN TO SHARE YOUR ARTWORK BUT HOW TO SHARE IT THERE IS NO OPTION OF SHARE PLS HELP ANYONE
Hey dude, nice work, I can get real nitpicky for you if you want; -The part where the stock meets the upper receiver is a bit wonky, the profile of the stock should follow the receivers' lines much better. Also the transition of the bulge into the rest of the stock isn't completely accurate, it's too sharp. The bulge also…
looking ace, but what would be to expect from you guys? that said, i feel like it could be improved with some more definition/sharpness maybe it is the shading and lighting, but the topmost image feels almost like on of those realistic 70/80/90ies airbrush pieces, which have been really hard to get crisp/defined due to the…
Still trying to wrap my head around the new workflow. Continued blocking it out. Now, though, I'm a bit confused. I've got an area where I need more loops to hold the edge hardness (in this case, along the cutout in the front), but those loops wind up terminating up along what I want to be a really smooth, round corner on…
On the first two pictures you posted you used the same texture on the flat and vertical face of the stone ground which looks awkward. Also the sky box is really close up to the scene which does not look right, and the final critic is the lighting is awful or lack their of. The whole scene is flat, you placed multiple lamps…
Agree with pior... and it shouldn't matter what you use for subdividing in max or any other app so long as you can maintain edge/crease hardness, which smoothing groups do. The idea here is that you are subdividing up the base mesh so that polygon density stays consistent and evenly distributed, making for an easier time…
I think the whole idea of using Zbrush decimated mesh as in game model is not ok yet. Whatever Unreal5 is promising. I see the appeal but IMO not only those tiny triangles everywhere Neox mentioned but neither proper/clever sharp edges vs smooth surfaces placement for good lods switch without suddenly popping different…