Hi PC! This will be my #2 post and first ever thread here on PC. I've been lurking here for ages but finally got convinced by some cuties in the PCU-group to actually start a thread and project. A little background, im 21 years old and studied digital production in one of Swedens gymnasiums. For a long time i didnt realize…
Thanks for the reply Fabi_G! I will split my portfolio in two like you said, but focus more in character and will do some game-ready characters. What I want to know, in the game industry, who is the person that make the props for the game? Is the environment artist?
Try to add some details to the post Dents from bubbles during production Side seam Connections look a bit flimsy. I would add dead insects. Usually there are a lot of them. Move dirt to the lowest part. Raindrops hit sides more often and with higher energy. Also drops lose their velocity as they go down the spherical…
Well, others have pretty much covered it in the replies above : by doing everything in a voxel sculpting app (which can indeed be quite fun) you're pretty much shooting yourself in the foot if your goal is to get to clean and efficient game assets from there. Now there are indeed ways to convert what you have to ingame geo…
Ah, yeah i was going to ask if this was modkit combo and since base meshes are fine so is this since you still have to unwrap and texture it and such. (for a possible lurker wondering if they can, if it comes up.) Technically, It is working for you and looks neatly and thoughtfully (functionally) put together so you are…
UPDATE 1 I've made some more props and tried to populate the scene a bit to soak up more of the atmosphere. So far I like what I am seeing, next up will be: - color everything in - rig the enemy - animate the enemy if that will look good and everything will go "smoothly" I'll start with 3D modeling
Neat work. I tried scrolling Romeck's X feed to find the specific concept you're working from, but couldn't find it? It would be a good idea to drag-n-drop the concept into your OP, just so people can understand where you're going, and so we can provide relevant feedback. Are you seeking feedback? Also, what's the end…
Hey @jwoelper , great to see you here...welcome to Polycount! Thanks so much making this handy tool that makes it super convenient to inspect textures without having to load up a game engine. In lieu of a Git account, here are some issues I've come across after using it for a bit: -Drag and drop is broken for me. It will…
Thank you very much for your comments Alex (and by extension, Michael). I totally understand what you mean. The reality is, this is my first time modelling something like this with such curvature and so as I began modelling the main body of it, I made some destructive mistakes (i.e adding too many loop cuts where they were…