I dont think it was Max who changed it - it must have been me somehow in the process. I guess that's one of many things that can happen when you enter a zombie-like state and your eyes turn into wireframes...hehe.
I created the base mesh in Maya, then created the clothes in zbrush. I wanted to use the retopolgy method to keep it low poly, but instead I used the Decimation Master, which is the reason why the wireframe is triangulated. What a mess: Uploaded with ImageShack.us
I love the model, and I love that turnaroud! It looks so nice and sharp like that, i bet you did it with preview and not with an actual render... I did it once but never with wireframes, really cool. Cant wait to see you sculpt!
ace stuff can we see wireframes? I can only assume you're counting polys rather than triangles, but if that is indeed the tri count you've given ... bloody hell, that's impressive. I'll eat my own hair though
i have doubts about this part of a human character, i always done it that way but it just looks odd. when i check other wireframes people got it different and im wondering if i should change it to that. heres what am talking about:
Hello guys, Here's my latest character. A punk who's been in development for quite sometime now. The highres The bare turnaround A shot of the bag Normal +AO Wireframe Textures Face closeup Hope you guys like it. Would love to hear your comments
Hey guys, here is the first character I have made for my portfolio. It is based on the character Kasmir from pathfinder. Comments and critiques are always welcome. Cheers! More high res images and wireframe can be found on my artstation. https://www.artstation.com/p/BEmnr m
Hey guys, here is the first character I have made for my portfolio. It is based on the character Kasmir from pathfinder. Comments and critiques are always welcome. Cheers! More high res images and wireframe can be found on my artstation. https://www.artstation.com/p/BEmnr m
This why my go at a realistic dragon for an art test. The base mesh was provided, sculpting and texturing done by myself. Directions were hyper-realism, contrasting details, brutish and demonic. 6 hours total. C&C Welcome! :) Dragon Head Wireframe. Render
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…