Hi gents! :) Here is a Glock I've been working on between projects; \\Update: Thinking about calling it done. Crits are still welcome; mag: http://puu.sh/4kz5m.png maps: http://puu.sh/4kBth.png Old model preview: Also fp since somebody is bound to ask for it :D Hopefully, this thread will motivate me to finish it sooner.…
Disting used to run a forum that was pretty fun, focused solely on hardsurface stuff. I miss it :( of course polycount encompasses everything that forum did, but it was more focused and feedback was pretty great cause you'd hear from other hardsurface artists.
Hey Guys!, Been working on this custom gun for UDK, planning on Going the whole 9 on this, getting it animated and Scripted. Just started Zbrushing it thought i'd Get some feedback.
This is a collaboration with my friend Gabriel Bona. Realtime model 475k tris rendered in Marmoset. OccultArt (Stefan Berentzen) https://www.artstation.com/occultart Gabriel Bona https://www.artstation.com/gbona
To all environmental artist, what's the average polycount/tris you use for your buildings? including doors, windows et.c. as one mesh? I am aware of using modular parts but if u were to create one building as one mesh, what polycount would u work with ranging from ground floor to 2 upper floors?
So i was about to start a new project by modeling a p-40 warhawk.(which is an aircraft) Now with the current trends in games what do you guys feel would be a good tri or poly limit for a vehicle that is targeted at next generation production? Ive gotten mixed signals from people when i ask them.
Hey everyone I found a post on here of a Sawed Off Shotgun made by a student in Belgium. I thought I could maybe make the edgeflow a little bit better. Let me know what you think. (I went to art school for two years so I can take harsh constructive crits lol)
just browsed bluesnews and saw that lucas will use middleware technology for advanced material effects (specifcally breakables) they have an exclusive deal for a year or so the company has some infos and an interesting video up http://www.pixeluxentertainment.com/index.cfm?link=demo looks pretty cool, I can imagine indy…
check out the tutorials on marmosets website. Look up character artist tutorials. There is a couple that will show you good setup for textures. In particular make sure you understand why they use anisotropic reflections. You don't have to use marmoset of course, but they do good job of explaining very clearly what…