Edit: Happy new year everyone! Hello artits Some time ago I created a thread asking for critique on my works, which can be seen here: http://polycount.com/discussion/162142/need-professional-hard-surface-modelers-tips-please#latest I had amazing feedback, some told me to go for harder models, to better hone my skills. I am…
Hello!! I am currently working on a uni project where I make a hero asset in a scene. I'm making a crashed spaceship in a cave with a dead astronaut. Here's my references so far: Here's my current composition (green represents the astronauts location and purple represents the spaceships location): Here's my astronaut so…
Hey guys just wanna know what you guys think of my Space engy/hazmat any tips on drawing hands and possibly fixing things up a bit would be nice as well :)
Here we have the beast mount! Highpoly sculpt on Zbrush. I make timelapses about the whole sculpting process in Zbrush so you can se them guys in my youtube channel, thanks for watching! LAST WIP FINISHED: [ame]https://www.youtube.com/watch?v=wqdnCIsad5s[/ame] All old WIPS here: WIP 01: [ame]…
Hi eveyone, Would love some feedback on my current WIP models. I've been modeling on and off for about 8 years and I wouldnt even consider myself a novice to be honest. Trying to have a real serious continuous crack at it (as In move onto something else after this). Im currently making an outfit for Fallout 4, The outfit…
Hey, throughout this thread I will be updating post with the work I've been doing on the skins I am designing for the CS:GO Weapons Finish Contest. Please Stay tuned for some major RIP Skins.
Hi everyone, I'm new here, starting a project on a game character, this is my concepts and colour pallet so far, any tips, and feedback would be well appreciated. Thanks.
Yeah UV seams are a common problem with displacement systems. One solution would be to model the low-resolution surface to include a lip, keeping the UVs continuous from the top to the underside of the lip. Then without a UV seam, there should be no displacement cracks.