Merry Christmas everybody. Damn you holidays just wasted 4 days :( Any way I started the lowpoly for my character and here are few screengrabs from this very early stage. If you guys see anything wrong with it so far please let me know. I have few areas that I marked which I am not sure about. I found a lot of great…
thanks to all for the great advice! I think I have some sort of game plan now at least :D portfolio all summer and then try again. I was goofing around with this abit.. I think a made it a little bit better? I downresed it to final 1024x1024. texture looks abit lowres up close but When I made it for the BF 2 engine I…
Now I have some financial breathing room. And...I am getting stingy. :smiley: I was advised to lay low for a while by all the different people. And I guess I am reverting to a hobbyist. Nothing wrong, I guess. Actually, I wasn't really aspiring to be a game artist. I always wanted to be a concept artist and apply the game…
guns look sick, i like how you gave them a nice background ! seem kind of highpoly, but maybe that is what you were going for (i see normal maps and i think lowpoly) maybe show off some of the models with the wire frame turned on as for the site, im not a big fan of the gear on the left with the words hanging from it for…
How weird, I thought that zBrush must be perfect for such tasks since we make nice high poly models there. I could not get how to flip it well. Tried flipping one channel in PS, erasing half of the edges, to find out I did something wrong. Flipping channels in zbrush has no effect also, since edges keep being not matched.…
Ah, ignore the gun nuts! All of your guns have been more or less fucked up. It's think it's cool! As long as the gun shots pointy/explisive thingys at your enemies it's all good. Though your really could clean up your lowpoly mentioned above. Like the handle, witch got some pretty weird loops tbh, have a huge amount of…
really digging the models. So down to business, right now its hard to tell what model your texture sheet is referencing to. I think 3 texture sheet might be too big for something of this size. i see alot of repeated objects that can easily overlap and give you more texture space. i would also give more texture space to the…
Looking at you work I see that almost, not all, work is very unoptimized. On this shield you have used the 2th subdiv from Zbrush i guess? That's a big no no, in most cases(!), in game art. And for such a simple object their is no excuse for not doing a new lowpoly :) You'r UV unwrapping is a bit so and so to. You'll have…
+1 for detailed blockout which becomes both high and lowpoly. Also great for making sure you get proportions right before moving onto the sub-d stuff. Another thing I tried recently is saving all the edges of the blockout into a selection set (modo). Then after you're done adding loops to make your sub-d mesh, you…
Well you should figure it out now because each area has a very different process to making it work correctly. Gaming will require you to work around lowpoly models and relying on normal maps for the detail. Film won't really limit you in terms of polys but the lower it is without sacrificing detail, the faster the render…