Looks really good Lupus. The wireframe low-poly mesh seems very nicely built, although I think you've used a few too many polys on the head/face area. Normal maps work nicely to cover that sort of stuff up. Similarly you seem to be spending unnecessary amounts of polys on the spikes coming out of the upper set of arms...…
Ok first off, its really hard to see what the wireframe looks like with the wireframe shot. Just have the wires overlaid over the model so I cant see everything on the backside of the model and get all confused. As for the model, most of my crits are design wise. How is that thing gonna stand up, or even move? I can't…
Hi there, I recently finished modelling a texturing an asset for a small project i am working on and I would like to ask for some feedback so I can improve my process for the next part of the project. I am modelling the sign for a mid-century American diner scene. I tried to keep the geometry pretty simple but I had to add…
Hardsurface; Your environments are more interesting than your singular props. Your hard surface models need more texturing work. To give you some idea of what I'm seeing; - The batmobile has splatters of mud but it kind of ruins the model. - The gun doesn't have any variation to the textures, so the texture is quite…
Almost all of these shots are so I cannot see the full model, let alone it's wireframes/texture flats. Too much blur, action shots, DoF, etc, not enough focus on how technically awesome your modelling/rendering skills are or how useful they'd be in a work environment. You also commit a lot of showreel sins here-- no one…
Hi, we made game Star Warrior mixing cheesy 80s and star wars themes on Ludum Dare game jam. Entry: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=40133 In game you ride one of space fighters and have to kill worm hidding in dunes using lazers. Game was done in Unity and we aimed for smooth and joyful gliding…
i think this has been a solved problem for a long time now. look at any high-end game making-of or movie behind the scenes with a focus on characters from the last 5 - 10 years. it's all mostly the same topology anyway, just some poles in the topology keep shifting around. topology was a big issue when people were still…
More stuuuuuuff! This time around we've got some of the tougher enemies in the game. These guys were designed to be variations on a single body type. As such, they share most of their geometry, and use the same UV's. Unfortunately, they still needed separate texture sheets, since we wound up needing color swaps for them.…
Some wireframes and polycounts for both would be nice to better evaluate them, that said though: First model looks fine, i think you need to think a bit more about where the rust/wear is placed. The sections on the top are good, reads like rust drip from the rebar inside/on top. However maybe more edge wear to match the…
leopadua3d: when I saw your solution I found it very simple and suprised i didnt figure it out by myslef :) I would say that "stars" are problem only if they are visible (pinch) and it is not necessary to spend hours and days to find out how to avoid them 100% VVCephei: feel free to share your "issues" here as well, Im…