This is my first post at Polycount. I want to get some feedback on a model I am making for school. I am studying with AIE in Australia, and this is my first year. I am not too familiar with forums, so please excuse if put something wrong up or make any mistakes. I am learning! Thanks! Here is the low poly: And the high…
Hello all 3D modeller and concept artist with professional experience in 3D modelling, environment art, visual development/concept art and illustration. I do a few things so you get a lot of bang for your buck if you want one person wearing more than one hat!In previous projects I have handled the art and design right…
Hello Polycount community. I'm a new artist still trying to get the fundamentals down to modeling (mostly in 3ds max). So far I've gotten fairly decent at polygon modeling, and the only thing Ive done for textures so far is to throw some basic Diffuse maps on and thats that. Texturing is the one thing I've had trouble…
I knew from the moment I saw your model that came from the Art Institute OC. I graduated from there earlier this summer. My biggest suggestion is to really work on higher poly models for your portfolio. For some reason my time at that school was spent mostly following low poly work-flow. I'm still trying to lose that mind…
EDIT: HA! I submitted my post and Firebert's popped up. Kinda have similar critiques. :P I think though you might just put your character at the end of your portfolio (in the back/in a separate catagory maybe) that way people have to try and find it.... Agreed that the scrolling is kinda weird. Aside from your website... I…
Here i did this while listening to a podcast. (more help is at bottom, so read the whole thing and then start if you feel like doing it) I dont know what you know so i made it as simple as possible step by step. This is for me the simplest way I could think of making a model. (in one piece) if you look at the image I…
When I was making the model, I guess that I stuck with the a low poly look for some reason. I have no clue why I did. Normally when I model, I go for a more high poly look. For this, I didn't think of what look (low or high poly) I was going for, which is not what you're supposed to do. You basically gave me the same…
You can find the actual pack here --> https://assetstore.unity.com/packages/3d/props/low-poly-historic-ships-180657 Features: A set of 4 low poly historical ships with adjustable sails, including a prop set. This package contains the following: * 4 x Ships with blendshapes added to open/close sails * 2 x Barrels * 3 x…
Finished renders. You can see more renders and wireframes on https://www.artstation.com/artwork/w8k1OZ Progress thread: Hi everyone. I'm modeling a FIAT 850 and I'd love some insights or feedback that anyone could have regarding anything about it. I'm modeling it with the scope of a modern car game so it is made with FWN.…
Hey guys, I'm modelling some weapons for a MOD in it's early, early stages and have decided it's time to sort out a problem I've had with hard surface modelling for a long time... Basically, as the pictures show, simply chamfering the edges creates this dodgy pinching effect in the corners where it meets the round barrel.…