Hi there.... let me be the first to welcome to the boards! I think rule one of polycount is... gentically engineer and grow the thickest of skins 2nd rule... post wireframes as the guys here can tell then how the models are made... it can help the guys here get a good critique for you/ I think this is coming along nice...…
When doing game art there's little to no gain. I'm using a Quadro FX 4800 at work and even though I'm working in architectural visulization where you get a shitload of polygons onscreen I only notice a larger performance boost above 5.000.000 tris. The real performance gain seems to come when you put your viewport down to…
Lol looks like it became a weekend thing again. Here are some props. After looking at some other lowpoly models and wireframes, I realized I went a lot higher than what I envisioned for this project, but I'll see this one through to the end just to get the experience in. I tried to get started on the rigging but I can't…
I just realized I hadn't updated the newer pass on the dude's textures, or the new doggo updates, so heeere we go! Skin updates and jacket fabric: First pass for outfit in Toolbag: Hair fixes and expressions: Doggo high poly sculpted blendshape expressions: Low poly blendshape wireframes: High poly suit update in ZBrush:…
I moved your thread from General Discussion to the Animation Showcase & Critiques section. You'll get more help here. It would help to show your skeleton setup, with the skin in see-through mode (or wireframe). Also would help to show the skin weighting for the shoulder area. I suspect you aren't using a clavicle bone,…
Do some research to look at how other 3d artists have tackled this. For example https://www.google.com/search?&tbm=isch&q=old+book+3d+model If artists are selling their 3d models they'll usually have wireframe views. https://www.turbosquid.com/3d-models/old-book-3d-model-1220450 I suggest modeling most of the pages as a…
Use enough geometry to get a good result without wasting it. Being able to hit a particular polygon count doesn't help you, people post models here all the time that are within reasonable polygon budgets but when they reveal their wireframes their topology is horribly wasteful. What helps is showing you can model…
This thread definitely needs more textures, more wireframes, more breakdowns and more workflow information :poly142: Esepcially the nDo stuff would kinda suck me in. Any information coming from you is worth everything ! I'm not too sure whether the railings really need to be joined with the lower walls. First it looks…
Yeah your hard surface stuff definitely looks wonky. As I said, your bevels are too smooth to look like metal. Also you have plenty of smoothing issues where things either become too rounded from lack of topology or where you get warping and soft transition between pieces that are part of the same mesh. When you do hard…
It would be nice to see breakdowns of the scenes. Show the different rocks you used to make the scene, how you modeled the trees etc, wireframes, texture sheets. Employers need to know that what you are making is done technically well, as well as looking good. Its hard to see the quality of the assets in the scene as you…