Hello again Polycount :) So over the past two weeks I have been learning as much as I can about rocks, never made them before and to be honest I knew there is an art to them (love looking through the Rawk thread here in Polycount, and after working on my own, I take hat off to you guys), I just didnt realise just how much…
First things first: The progress you made is clearly visible! Congratulations for that! Regarding how to continue.. I would actually retopo here at this point in your case to make it one single mesh (head, torso, limbs) and use that as your base for the sculpt. My approach at this is that I try to keep the typical edge…
I know you aimed for 500. I did that with the first one too, but Raul said something about "try to get very low in our tri budgets" so I went and made that was very lowpoly. My point was, with both these posts, that the detail levels are inconsistent. You have a very bland cylindrical part, which is fine if you're going…
Hi Mladen, yes the polycount was definitely an issue, not so much for the renderer, i dunno where the limit for the scanliner is, my biggest mesh i baked without probles was 30mio quads. But max gets slow and sluggish with a lot of objects and i had to be able to tweak them in viewport and not only be able to have them in…
Work: Ok, lets get this clear from the start, nothing here will get you a job as it stands right now. You need to remove almost all of your work and replace it with higher quality pieces as you get more and more skilled. You need to really focus on your texturing, slapping a few photoshop filters on your textures and…
Full version: https://www.artstation.com/artwork/ArAx3y Hey there. Here is my new personal work - Grail Knight. Total polycount is 118k Tris (113k for character and 5k for sword) 4 - 4k texture sets for armor and clothes 1 - 4x2k texture set for sword