You'll probably have an easier time to retopo the original model, unwrap it however you please, and then bake the original textures onto your new model. The key information on the original is the form of the model, the textures, and the rigging. That is all stuff you can easily bake onto a new model with clean geometry and…
[1100$/month full-time / 7$/hour part-time] [Remote only] [portfolio: https://www.artstation.com/eugenethemodeler ] Hello, my name is Eugene. Over the past six months, I have devoted time and energy for building a portfolio and enter the gamedev. I have six months of professional experience and several freelance orders. My…
Hello, I'm working on this game-ready Sig Sauer MPX model with custom parts and I'm just about finished with texturing. I'll be creating a DBAL-3 laser device for the gun as well that I haven't finished producing a low-poly model of, so I figured while I'm doing that I can gather opinions on my progress so far. I'm…
As a character artist I'm not a huge fan of the character on your site. You might just take it out. I don't know if a low poly character not aided by normal maps and zbrush or mudbox baked detail will help your portfolio. Maybe as an environment modeler people will actually like to see some sort of character on there too,…
Hey Barnesy nice update, glad to see you're still pushing to complete her! I agree with EarthQuake about the gun, the barrel is way to big and throwing off the proportions. I believe it's called a C-20A Canister Rifle, so you can look that up for good ref. Here's a few I found myself that could help: The hair is also…
Your website is not very viewer friendly. I have said it before and I will again here, you are not a web designer. Do not design or attempt to build a website. Use a site that is meant to display your work as easily as possible for you and a prospective Art Lead/HR. I recommend Artstation, an example is my portfolio in my…
Yup totally, Toolbag does follow the same norm as Painter and Xnormal, as soon as you put the setting of the model to "mikkt/Xnormal". However Xnormal and Marmoset do *not* interpret quad diagonals the same way (no idea about Painter - it's probably something in between !) which is why you should always work with…
Working only on half of your model will work. Also, I am kinda guessing/possibly not understanding well/ that you tried to UV unwrap your high poly? If that is the case, your high poly doesn't need UVunwrapping only your low poly. Your low poly's shading should be always smooth shaded although in some cases you may need to…