Hello everyone! So for a course I have been tasked with Redesigning a character from Mega Man X and I have chosen to go with Storm Eagle from the Mega Man X series of games. Of course, anything you see which can/should be fixed or improve on please feel free to point out, I welcome all criticism. I chose Storm Eagle…
So this is the first gun I've finished, I've tried a little hard surface in the past but decided last weekend that I wanted to learn it some more and watched a few videos and paid attention to what was said. Then I decided to some of the hard surface challenge pieces (did the porthole, the inner part of the shaving cream…
So It turns out I need to do better character work, and i have a friend who does really great concept art The artist is Jon Comoglio I'm doing a write up as I go to document my progress, plan forward and get critiques. There's plenty of things I need to practice but for now my focus is figuring out a good hard surface…
I'm a shader noob, so I'm making this thread asking for guidance. I'm not super well-versed in technical terms either, so please forgive me if I get anything wrong. One of the biggest features missing in basic UE4 glass shaders to get believable glass is some kind of refraction glossiness. You can get frosted glass by…
Hello, I've done a few WIP threads here over the years. But I'll introduce myself again here. I'm Rob, 34, based in the UK. I've been doing 3d art as a hobby for over twenty years - I started at the age of 12 or so making weapons for Quake, then levels for Half LIfe... I experimented over the years with doing film-oriented…
Sweet HS modeling, the class A (surfaces that can be observed) especially your chamfers which imo have a nice rounded radius for high to low poly bakes. As an aside, this blender auto material plugin thing may be of interest, even-though solid mode shading displayed on your model seems too suggest a different DCC…
As much as I agree that this isn't the most productive thread, I also think there is definitely something to be said about how the most recent realistic character/facial tech is seemingly messing things up in a weird, hard to describe way. Of course the average gamer and game journalist doesn't have the background to…
A non destructive boolean & modifier technique is certainly well proven for rapid iterative hard surface workflows so yeah what I'd personally recommend. To better illustrate my point, here's a walkthrough authored by Frank Polygon alongside an all quad Subdivision and Mixed topology method also moar good stuff can be…
Hey there, I'm happy that you keep at it. Nice work so far. Here is some feedback if you don't mind: - as you said you'll care about the mesh optimization later on. (which I wouldn't suggest because it will likely cause some additional rework in your textures later on) Concerning your polycount of about 135000. It is HUGE.…
Project Critiques based on Showreel order: First Car - Lacks reflection, looks very matte and dull. Side on view to reveal your car is one of the most dullest ways to present it so make sure whenever you're revealing a vehicle with a single shot you show a cinematic shot for that... for example Robotic Hand/Mechanical…