Wilex- That's a great Crit, thanks! I will definetly go back and play with some of the stuff you mentioned on the high poly, and yes its mudbox (I started to learn sculpt on zbrush but I now like mudbox way more). As for the low poly, I am actually going to trash that. I just created the original low poly for the high poly…
KDR you never have anything positive to say. Yes I expect developers to address this. It's quite simple. Use a color other than pure bright white, dim the static objects to lesser strength colors, transparent HUDs, or HUD's that remove themselves when not in use. FFXII could have easily removed the life bars when not in…
( setting aside for the moment that mudbox is essentially a non entity on any of the hardware i have access to ) the bottom line in response to that statement : remove mudbox from the market ? meh ! remove zbrush ? now you've got a massive hole. that might be a somewhat inflammatory remark but of course we're just sharing…
Your model looks great! But you could get away with removing some more polygons. 21K is way too much for a model like this and from what I see on your wireframe there are alot of edges that don't affect the sillouette as much as one would think. The pads on the knees is a pretty good example. From what I can tell by the…
There are none as far as I know. I figured something out. It's a bit of a process and I got it to work, but I don't know how hard you can push it, and the max bone count per skeletal mesh will be reached if it's a huge number of bits for the simulation. What I did was create the meshes, put a joint in the center of each…
I made some worthy changes to the high poly I think. The hand rails were removed as I felt they made it look more like a lift instead of a stage-esque platform. The lights along the rim have been redone completely and the placement has been tweaked. I also added removable grating panels that cover the platform electrical…
Get MJPolyTools if you're used to using Max's Editable Poly. It adds in all the useful stuff like edge loop/ring selecting, connecting and removing edges and verts. I just set up my keyboard shortcuts to match Max's as closely as possible. The only thing I sometimes trip over nowadays is the selection method, CTRL removes…
Right now I'm trying to find a job within the game industry remote or in house. I want to know if my portfolio looks good enough or get feedback on what I can do to make it better. This is my portfolio: https://www.artstation.com/luki-keulen
Hey guys, I am trying to develop my own photoreal PBR texture creation pipeline. I went throught out entire proccess now and I am stucked at the end with normalmap quality. My textures are based on 3D scans so at the end I get very detailed mesh if I want to to be baked in XNormal to receive all maps I need. The problem is…
im trying to promote myself as a environment artist. Right now im getting my basics down like grass, rock, sand and i will work my way towards plants tress, flowers, props, fillers. would it be better to show things how they look in a engine ( as a final) instead of posting fancy stuff from marmoset?. I started uploading…