Finally, after more than two and half years, NVil 1.0, formerly known as VoidWorld, is released. It is a pay program now. The features are pretty much complete and the program is stable. Many thanks to every one who has any support or contribution to the development of this software! The development will still be kept…
Hi, I'm working on an elf for a school assignment. We have a maximum of 10 000 triangles to work with, my model's tri-count is 7788 at the moment and I'm not planning on increasing that, I'd rather lower it. The deadline is next Friday and I'm planning to have the model textured and rigged (body and face) untill then. I…
Hey guys! So, this is the brand spankin' new animation section on Polycount! I'm super excited to see everybody's work, yesterday I emailed the guys here at Polycount requesting this section and here it is :) So, here's what I'm working on at the minute. Built myself a pretty simple CAT rig in Max of a stocky little dwarf…
Rockstar Games is looking for an enthusiastic, talented and personable Character Artist to join our Oakville team. This position creates high poly and low poly 3D models for our games. Applicants must be highly motivated and organized, able to work as a part of a team, while also possess the ability to work without…
Hey everyone, I've been working on this Egyptian cafe scene on and off for a few months. Would love some feedback. The modeling is mostly done except for some minor props (such as trashcans, cash register, bus trays which are currently stand-in models). I've got base textures on most but not all of the models. The lighting…
Hello fellow Polycounters! Some of you may have already visited the Hattery (kind of a stealth beta launch about a month ago), but I want to formally introduce it here and hopefully elicit constructive feedback as it grows. :) DotaHattery (http://www.dotahattery.com) is a WebGL-based website/webapp that provides real-time…
Here is the wire as requested and a small clothing update. Note that I paint and sculpt at the same time. I have more sculpting to do and work the armor yet. I dont want to flood this thread with tons of images so here are some quick links. I know the toes may seem a little dense but I wanted to use this character to get…
I certainly find that second link very interesting, since it shows issues being worked on as well as feature requests in green. Definitely something that new users willing to contribute should read first. And that's also more welcoming and encouraging than just pointing to the main KDE page, since it cuts straight to the…
Thanks for the quick feedback everyone! I wanted to make this an actual prop, or mesh because I have seen it done before (Unreal 3) and nowadays I don't think it is too much to ask to have it as a separate piece and not just a decal. I did agree with the tri count being a bit too high though, so I took out some bevels and…
I really do think that you should approach artists at the studios you want to apply to for feedback. Besides having clear demarcation between models (game res models and pure sculpts), I don't see anything critically wrong with you work that would affect a job application. The way the market is now, I wouldn't be surprised…