Hello everyone, This is my first post in polycount, and I wanted to start by sharing my latest asset. It is a basemesh to create bust characters for VR and games. I created 3 versions of the bust with different wireframe densities, so I can easily choose the best one depending on the project. I also made the teeth set,…
I've found this work on Pinterest and it seemed to me very interesting to use shaders and effects to create a character. Author of the concept Lalaland http://www.yu-fei.com/post/130153766394/blood-moon All the animation of the tapes is made by the shader Customizable effect on the sphere wireframe and vertex color mask…
I want to make a impressive portfolio piece in the future, I was thinking about making a transformer. My guess is that I would model the vehicle I want to use and then work from there, so in this case the Lambo Reventon. Would I then design the robot using parts from the car, but add other parts to connect them all…
Some minor things I have noticed while using toolbag3. For some reason you can't specify if you want a wireframe on individual meshes. I mean I could put a shadow catcher under it, but just something I noticed. Also for rendering out screenshots. I do find it annoying that renders are not tied to the saved file. Yes, you…
www.scotthoneycutt.net Hi I'm Scott Honeycutt a new member to Polycount. I graduated from college in May 08 and have been seeking employment in the games industry as an environment artist. Please critique my work and my website. I'm currently working on more game art specific material. I'm curious about the painting and…
Hi guys ! i'm trying to model a highpoly beretta gun, and i'm having trouble defining the topology for a detailed part of it, every time i try to model it it comes out lumpy i've drawn over my wireframe what kind of flow i'd have to achieve : i know it looks like it's been drawn by a blind retard with no thumbs but it gets…
Long time ago I saw a video where a game developer had his camera very close to an object in a scene, the wireframe was enabled so we could see the polygons, then he started to move away from the object and it's polygon count started to decrease in real time, for optimization I believe. Sorry if I couldn't explain myself…
Hey, looks really cool! I love the vibe going on in the scene. In the last scene image, I feel the camera effects (depth of field) make the scene feel like a miniature. I'm wondering why you would show off the car's decimated mesh's wireframe, I feel you could leave those images out of the project. Lighting, composition,…
The model of this building is just under 600.000 polys alone. Quads. Not tris. Let's say I'd like to lower the polycount. :) I've attached some screenshots with wireframes. As you can see, my initial objective was to create a beautiful model for render, and I didn't make any sacrifice to optimize for a game engine. But I…
For the scene I want Stone Debris. I didn't know where to start and then decided to simulate destruction in Houdini to have a base model for my stone debris. Any feedback is welcome. :) The simulation in Houdini. This will be the base model to sculpt on. Texturing the stone debris in substance painter. (still working on…