Threw together a high poly comp that Overwatch team uses, I tried to recreate it as best as I can with Marmoset since I'm sure they use Keyshot. The eyes are being worked on right now hence why they don't look like the eyes in the High poly comps Blizzard makes. But I wanted to try my hand at emulating those modeling…
ClusterOne I did touch up the nose but just a little bit, I would be surprise it's even noticeable in the render to be honest haha! Thanks for the crits! Dan! Thanks!! Glad you liked it! Scythe yeeeeeeeeaaaah!!! hair! Iciban Just modelled small strip of polygone in max, add a shell modifier and place it…
Unreal is a much more feature complete engine, which is fantastic depending on what you want to do. From a game dev pov, if you wanted to make an octree in unreal there's a <T>Octree method but in unity you would have to write your own, it would probably be slower unless you wrote it as a dll. Unity however lets you shape…
Im using substance atm and you only have a hDR environment map. You can choose between several (and studio lighting maps or import your own I suppose) but you cant edit lights themselves. Keyshot has a very flexible system where you can add lighting of different types, adjust their strength and position but it places less…
It's not bad, but doesn't seem finished yet ^^. You should refine the shapes and details to give it a cleaner look, instead of staying with that "dynamesh" look. It will be hard to clean this with a high polycount so what I generally do is use Zremesher to get a "lowpoly", and start smoothing, subdividing and refining from…
Old thread but had some questions as it's now a couple of years ago. What has happend? I am no engineer or math wiz, but why does they not remove the mesh and use the textured-polys/tris to replace the mesh.. And then use smaller size texels for high res and bigger for low res, like games. Like instead of connection polys…
Good crits all around everybody. Thanks. Yes, Daphz, I did make much of the accessories from extract meshes. I'll put more time into the hard surface parts then. Hehe.. Illusive-- yeah it's pretty bad.. I tried modifying the MatCap Gray shader w/ Lightcaps.. not as effective as I thought it would be. After I put some more…
My name is Filip Vogleš and I'm a 3D Prop Artist with knowledge of ArchViz and Product Visualization domains of 3D Art work. Art Station Portfolio: https://fvportfolio.artstation.com/ Contact details: E-mail: filip.vogles@hotmail.com Skype: ficho150 Looking for paid work in: - Full-Time work - Part-Time work - Remote work…
Hello Polycount! I've been modeling Attack On Titan's 3d Maneuvering Device. Attack on Titan is an anime/manga also known as Shingeki no Kyojin in Japan. I'm trying to model it to the best of my ability from some reference photos but the reference photos show it differently almost everytime. So, I'm improvising as I go…
Hey Guys! This car is a project for school ive been working on lately, The car has arround the 11.000 tris and im still working on it becouse the backside is not done yet and the front has some minor issues but still wanted to make a render of it and show u my progress. I want to texture it like a classic american police…