Hey Mike, your modeling is solid but i feel presentation needs work. It would be nice to see breakdowns, wireframes, texture pages, material setup. Also it isn't clear if you're targeting vfx or games in your portfolio. -Ryan
I think it looks like too much polys because of the wireframe thickness. It has the same iterations used for other parts. I will see if it makes any difference if i reduce the smoothing iterations. Yep..will correct the pole..Thanks
Small update: -@MrD4rth thanks for the feedback! Some really good advice -Wireframe as requested -Adjusted the scale so that it fits the reference more -Some simple normal map added (I don´t like it) -Played a bit with the saturation
Can you post some wireframe of your modular parts please? Because I tried once to make modular walls but the seams were so visible in the shadows... and you dont seem to have any objects covering the seams
Marvelous work! My only critique is to maybe show a turnaround and wireframes for that last character just to prove it is a sculpt rather than an illustration. I believe you, but just so recruiters see it for sure. Other wise that work is amazing!
That's really amazing, I love it. Do you think you could upload it on SketchUp if it's the final version ? I need to improve myself in low-poly modeling and I would really like to see the wireframe from every angle !
Well i've decided to go with the thinking i did in the left hand image in the above post, and i think everything is looking better because of it. Here's my latest low poly shot. Any thoughts on my wireframe? Thanks.
Looks nice, but as said above it would be great to see some game ready versions. It would also be nice to see some wireframe renders and texture sheets. I'm looking forward to seeing how they look when they are fully textured ^_^
Looks neat! Retopo though is really really messy, if that's what the first wireframe shot is. Tons of superfluous edge loops. Looks more like a messy subd cage (which is fine as long as it bakes well). But this is weird for an in-game topology.
As I said before, the characters are full 3d. The only instances where I can believe they used 2d was in the shader to force certain shadows to look a certain way. The power point I have has wireframes for a couple shots.