^ This man speaks the truth. Push yourself. Dont stop at one step. Attempt at modeling more complex things as well. And yes, try to give wireframe shot, or a polycount at least, to give us an idea of what we are working with normally. I can make a crate look amazing and Low poly, but in reality I could have an infinite…
I havent pimped anything on these boards in a while... so heres a couple models that I've done in the last week or so. Probably more work to do on the critter with the slappy hands, and I might make a low poly model for it and normal map it if I have time, but probably not for a little while. Anyways, fun practice Let me…
Hi guys ! I just started modeling a character based on one of my concept. First, I want to finish the modeling part then I'll try to do hand painting textures and try to stay close to the 2D version. Here the concept : and the beginning of the Zbrush version :
Just a bit more modeling and texturing practice. This time an old American Family brand kitchen scale. Modeled in 3D Max 2017 and textured/rendered in Substance Painter 2/Iray. Recreated dial in Photoshop. Total poly count 30,000. Thanks for looking! Daf
Here's My first model! The Teams Balls, for Capture the Ball (CTF) The Brown one is the one for umm... well non team battles :p Ok so Blue ball (Model, Texture, Normal Map) Red - Brown - Working on characters, posting more later...
In the context of long thin triangles, it refers to the waste of shading processing when you have a surface that's not triangulated with care. As a necessary step, a GPU will process triangles in a way that is efficient when rendering the interior of triangles, but not so efficient when rendering the edges of triangles.…
Your cylinders all seem to have the same number of sides, regardless of their size. Thus, the base and the outer cylinder appear blocky, while the inner part has too many. 20 or 24 sides would probably work well for the outer cylinder, but the base might need as many as 32. The inner cylinder seems to contain a healthy…
We can't provide feedback without you posting screenshots of your model. Provide an image of both the shaded subdivided model, and the shaded wireframe of the unsubdivided model. For example:
Hey guys, i've recently finished modeling and texturing this Aimpoint PRO. I did all the modeling and UVing in Blender, took the highpoly to Zbrush for polishing and baked the maps using Marmoset Toolbag 4 to use in Substance Painter. Renders were also done in Toolbag 4. How do you like the result? You can find all…
Hello, We are a small indie studio called PolyDigtal. We operate remotely and have members based in England, Sweden, and Germany. Our game, The Facility, has been greenlit on Steam and we're hoping to release act one for early access in August. We're currently looking for a character modeller. Must have experience with…