lmao. Probably a bit too deformed there for my tastes. Not only would I never be able to translate that to 3d (well), I'd rather stick with a semi realistic approach. Its just my opinion that things like that really arent suited to 3d (unless you've got crazy rigs/morphs and a high poly mesh). Still... maybe a beard is a…
Ruz: As I recall Ben's lo-poly model was only 1200 triangles. Very low indeed. It was not designed for facial animation. Your head is 1200 tris all by itself! That should be MORE than enough for whatever your doing I'd think... You arent generating your normal from a 1200 poly model or something are you? Im confused. I…
Polycount doesn't cap anything, you should look into photobucket's upload settings, it looks like its resizing them there(if you view just the image it is resized) Tho 4000x* is a bit large to post, i would post like a 1200* image with a link to the larger ones personally. Polycount will resize automatically(and let you…
I like the concept...done by blizzard, I suppose there arent mayn that wouldnt though. Only thing I see from first glance is a few extra polys on the outter leaves of the shield. I could definetly see a cool animation with this. the holder, gives it a quick, firm single shake, then the three outter leaves extend and the…
Alright...I hate to be a thread hog but my concept totally changed due to certain peoples good ideas and peer pressure...plus I preferred it. Heres a small update with the changes to my model. Most of the accessories are just templates atm so they arent final. Let me know what yall think. Oh and some of you might notice…
Hello all :) This will be my first time into a polycount contest. Im new here so things arent all clear to me yet but I will start by making my official post for the contest. As the title mention it, I will be working on a Medusa version of Cassiopeia. Cass being my favorite champ, the idea seams to me like a really…
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…
I've got this dude which I'm in the process of UVing and then texturing. I'm trying to figure out how to UV it and its giving me a headache. Should I used projection normal on some of it?, should I keep the corner bits connected to the larger bits? What do you do with the junk bits that you know arent going to be seen? Can…
we're looking at work to get in some maya dvds but I don't know where to start.. I've been browsing gnomon and digital tutors so far and theres some interesting looking stuff, but the tiny clips just arent enough to go on.. we're looking for stuff on modelling, both complex and the basic stuff you could miss just 'learning…
Ive always found characters like this interesting, but now im starting to wonder about the workflow. Creating a high poly doesn't seem very practical in my eyes, since these arent next/current gen characters. So does anyone want to help me out and give me some information on this style? Or does anyone know of any tutorials…