I'm not really following a reference 100%, but the one i use is egarage.com and from forza horizon game's garage i take screenshots or just look at them, their version is way different from the actual car. Here are the wireframes: Low Poly "Kinda": And here are the high poly screenshots:
Hello everybody! Trying to create a quality game asset. Hope to get some feedback to improve it. Software: blender, zbrush, SP. Polycount 10K. Thanks! Artstation High poly and wireframe: Sketch model
Hello people. This one of my first ideas. Inspired by the neon grids and wireframe effects. It's in Adonized Multicolored technique. So what do you guys think?
Hi, I am creating a sort of cyborg riot bot and would appreciate any critique on the topology. Here is the wireframe which is under 30k tris. Thanks for any advice.
Hi there! :) Really long time I wasn't be here... So here is some of my personal work... Any kinds of criticism are welcome. Subsorfuce model with wireframe
if you need more geometry so that you can work at a higher resolution you can subdivide. if the flow of the geometry is making it difficult to sculpt the shapes that you want you can use zremesh or sculptris or dynamesh. Sculptris and dynamesh or more suitable for while you are working in zbrush and just "shaping the…
Hello, I made a set of medieval/fantasy weapons, they all share a single 1024x1024 texture. Crits and tips are welcome. These are the weapons, a quick render from blender And here are the wireframes with Triangle count Thanks for looking!
Building a sci-fi revolver from the concept art of Deus Ex: Human Revolution. This is my mesh and wireframe. Final poly count is 4583 tris. Tweaking occlusion and then the texturing fun begins.
First post on Polycount, doing an uncharted room interior for a school project. Working from: this is what i have so far: Any critique would be awesome. Sorry for the lame wireframe Thanks Managaia :)