Wow... you seriously took this to a "whole... notha'... LEVEL!". I'll have ti agree with bounch on how you handled the uv layout. On one hand I understand that you wanted to get everything on one map, and hopefully keep the resolution consistent between the pieces, but then if you did that... why is there still so much…
What is your favorite matcap to use when sculpting "organic" like things (examples: anatomy, cloth) What's you favorite matcap to use when sculpting hard surfaces (examples: armor, robots) Thanks!
Hey Guys, currently working on an asset that I wanted to target for "something beyond this generation of games" or "high end pc" asset. Originally this asset was started as a tiny prop to do some sculpting, but as I progressed I realized that for the amount of detail I was putting in, it would probably be a close up prop…
I decided to start a new project to further practice my hard-surface modeling skills. I found a pretty cool concept from Bungie that I wanted to model out. The goal right now is to do as much modeling as I can in Maya. I figured I got to a decent point to start sharing my progress with Polycount. Like usual, open to…
Hello, I am Maximiliano Vazquez and i am a hard surface 3d Artist whos curentlly available for freelance work. I enjoy creating weapons and vehicles the most and I am always willing to learn new workflows. Please contact me via mail for information about cost per hour/model. Portfolio (updated 2/4/16):http://artbymaxi.com/…
In critique of your high poly ill try be as useful as i would like to get back. Immediately because its in orthographic/Perspective it immediately kinda widens the pick. So id try and slim your version down slightly. Red areas are detail you really should try and include in your HP either by floaters ^^^^^ like i showed…