More progress, been working on the basic lowpoly mesh and UV mapped it, now I'm back at the highpoly making details. After my optimization of the lowpoly I found myself way below my own poly limit, the mesh being at ~8400tris while my own max would be ~10-11k tris. So I'll be giving some geometry back to the lowpoly as…
When i started baking my first Normal Maps i tought like you. I tought that ndo can make a HighPoly NormalMap from the LP Wireframe. This would be a very cool function, but at the moment its not ;) All the Soft HighPoly Edges have to been baked from a HighPoly Mesh. nDo cant make this :( Maybe quixel can code something…
Wow, your attention to detail and just the flow of the highpoly is excellent. I do have to agree with your decision of having the extra tris to define the thickness of the muscle pads, makes it look much more highpoly. I do think that at this point the hex weave is a bit overdone; I'd go with something either woven like…
Thank you,PogoP! I'm glad you enjoy it=) No I didn't make a highpoly for everything.) The little stuff here and there doesn't need it. And from the bigger stuff the green cabinet from this pic and similar green cabinets didn't have any. But other than that I did a highpoly pretty much for everything. I got pretty quick…
Hey, this is my first post here. I have been working on a Messerschmitt Me 262A-1a/U1 (prototype of a Messerschmitt Me 262A-1a). It has two 20mm MG 151 cannons, two 30mm MK 103 cannons and two 30mm MK 108 cannons. The highpoly is finished. Ive started working on the lowpoly but im wondering if 17k tris is too much. So…
Here are some weapons from around 2011-2012. This was before the PBR-Workflow so no Physically Based Rendering and texturing. Mostly rendered with Marmoset 1. Texturing is W.I.P. and incomplete on most. DOUBLE BARREL SHOTGUN (HighPoly) - 3dsmax viewport More on Artstation: https://www.artstation.com/artwork/4RxxL DOUBLE…
I originally made this scene for a talk I did at a local university to video game students. I did a quick version to explain the process of creating environment art for high quality games. Im now spending some time finishing it off. So heres the images showing my workflow on this piece in order. I looked at lots of…
Really solid modeling. Hard edges are the biggest thing you need to watch as noted, and then after that of course, is modeling the highpoly too accurately, by that i mean having no consideration for how it will translate to a low, and modeling every nook cranny and hole, which you will then have to also represent in your…
Hello! I'm currently working on a character concept art potfolio. This is one of the pieces. I would love to have a feedback on this design while I work on it, so I could learn more. What I'm interested in is are these concepts good and is my approach good. I'm a layman and I might have a wrong look on these things. So…
@nbanezart For texturing i only use substance painter (2019 version is only one i have :D) I mostly just try to be be carefully observe materials i use in the textures. For overall workflow i used was ->Blockout (for proportions) -> Lowpoly (i remade the lowpoly multiple times untill i got it right. Since first few had…