This is taking way too long but I'm considering the highpoly model to be done now (still open to critique of course): Changes: - Redesigned the back - Filled more or less all holes - Added smaller details - Made handle bars - Tail lights - Foot stand
Is it a good idea to build a portfolio like that (for a character artist): 1. present the highpoly mesh +textures + fibermesh-hair with marmoset 2. present the optimized mesh + textures + haircards in Unreal 3. is it even nececary to show the plain meshes (so the polys can be seen ?
I asked in facebook but got no reply so i'll post it here, it's quixel unrelated but, how did you managed to unwrap that highpoly mesh? What techniques or software do you use? Because in 3dsmax it's a complete pain in the ass to unwrap something with such density.
Have gotten a bit farther. Yes, I will make a highpoly, but I'm making the lowpoly first. I've looked a lot at reference, and thank you for the pictures Perfectblue! I hope there is more to look at this time around. Thank you very much for all the comments!
oh yes the solution to my problem was to convert my highpoly to editable mesh then back to editiable poly. very strange indeed. and im not using a camera thats just a view port screen grab, default fov, which i think is 45 degrees.
Thanks for your feedback, guys! I think I've finished the highpoly model for the main character. Each knight will have the same body armor, but will have a different helmet. What's the best way to go about making a low poly and getting a clean bake?
@Kaine123, I'm not entirely sure yet. I think that is going to depend on how I end up tackling the texture work on the character himself and how that turns out. That should happen in a week or so. I'm looking to have the highpoly model done this week.
Thanks for the critics! This was done for our highpoly 'class' so baking wasn't really in my mind for the modelling part. I'll probably re-work these edges anyway just to get more variation and some shadows. I'll probably bake it anyway next semester :)
Great projects man, really nothing to add, art wise your killing it. I personally miss more realistic stuff like the highpoly model at the bottom but thats just my taste. You have a nice and cartoony style, keep it up man :)
It's a good start! Usually the best presentation for untextured highpoly models is the simple approach... Plain background, good 3-point lighting setup (key, fill, rim), and some ambient occlusion. For example: http://www.polycount.com/forum/showpost.php?p=900460&postcount=17