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Re: Portfolio Critique for Junior 3D Artist
Reply by
defragger
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Nov 2019
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3D Art Showcase & Critiques
your work is good. But you need to spend polygons more wisely!! Also textures should be PBR as mentioned before.
2 results
Re: Best options (schools, courses, masters) to become a 3D Environment Artist.
Reply by
PixelMasher
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Sep 2019
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Career & Education
shameless self promo but got a bunch of free tutorials up on my polygon academy youtube channel that might be useful :)
Re: Middle Earth: Shadows of Mordor
Reply by
HitmonInfinity
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Sep 2014
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General Discussion
Polygon gave it a 9.5/10 and Joystiq a 5/5. Congrats to Monolith! I'm going to have to pick this one up.
Re: Optimizing Models
Reply by
BenHenry
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Nov 2011
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Technical Talk
What exactly are the rules, or guidelines? for example stick to 3-4 sided polygons (actually answering this one could be useful)
3 results
Re: The Beast - Questions and Answers
Reply by
Jerc
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Feb 2016
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Contests & Challenges Archives
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Allegorithmic's the Beast
Yes, hair modeled as cards or polygon strips are allowed, pretty much any method that would be practical in real time.
5 results
Re: [ Solved ] Zbrsuh - low mesh quality - pixelated
Reply by
MisterSande
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Jan 2016
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Technical Talk
yup, NOORS is right. Try making it a primitive 3d and then subdivide until you get around 2.2 million polygons.
Re: Deleting unseen polys nowdays?
Reply by
AlecMoody
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Dec 2012
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Technical Talk
Also, if you have baked normals deleting faces will affect the shading of adjacent polygons (assuming they were smoothed together).
3 results
Re: Zbrush micro mesh question...
Reply by
cryrid
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Jul 2013
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Technical Talk
Try making your cards only have one polygon, or use fibermesh to generate the cards before using micromesh.
Re: Onilolz + Zaphk - Dota 2 Thread
Reply by
Zipfinator
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Oct 2013
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Dota 2
In game it won't appear the have that thickness caused by the inverted polygons on the back though because it won't be rendered as double sided.
2 results
Re: 3D solid modeling
Reply by
Disaster
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Feb 2013
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3D Art Showcase & Critiques
IIRC, SolidWorks does not "work" in polygons and you can not render a traditional wireframe, other than the bounding edges of surfaces.
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