that's actually pretty nice! though i think there is some wasted texture space that you oculda used up using some rotating and scaling? just a thought. good work, otherwise. really impressive texture work! but how about a wireframe!
Nice scene but it's hard to give crits with the video supplied, most of us here want instant access so posting some closeup screenshots and renders along with flat texture maps and wireframes using the standard renderer would help immensely.
James Ku is a guy I used to work with, he modelled folds like this. It's a pain in the ass process though, as he readily admitted. He has some wireframes on his site. http://www.3dartisan.net/~kuman/lava/magma2.jpg
Thanks for the ideas for improvements. We hope to add them soon. Meanwhile, you can try changing the object color by pressing the last button in the toolbar, 'show with alternate colors'. Also turning the edges on, 'show wireframe', can emphasize the silhouette.
Thanks JackBlade. Would this tri. count plan work good? 600 main character 400-600 npcs. 100-200 a weapon 200 doodads and environment art. Any examples,portfolios,textures or wireframes of ngage games would be great.
Hey all! I recently modeled this AR-15 as a game asset - I would love some feedback. I've been advised to revise it to fit inside a game universe (CSGO, PUBG, etc.). Any other feedback would be appreciated as well. All renders were done in UE4 aside from the 2 highpoly images (the greyscale models, rendered in Zbrush). I…
bringing this guy back from the dead. calling the highpoly done. There are a few places where it departs a bit from the reference. I've decided to accept this and move on with my life in the interest of getting it done. and here it is exploded (and with the most worthless wireframe you're ever likely to see)
Could you post a wireframe of the terrain please? It seams like the polygons in those mountains are really stretched and that would not be good for sculpting(zbrush loves square polygons). I think you should do the terrain directly in zbrush , starting from a plane. Hope this was helpful.
@Torch: Yeah, the scene was presented in marmoset toolbag 2. I'm not really sure on how long the scene took to make as I was juggling a few more stuff at the same time.. I'm sorry :( I'll see if I can put together some wireframes of the scene.
22470 tris sounds like a lot for this moddel. If you post some wireframes we can maybe give you some hints on where to remove some. You might want to try a some better lighting so we can see more details.