Finally got time to finish the lowpoly and bake it. Polycount is a bit high (too much?) 6k tris are just for those braids on the scabbard but not sure how to further optimize that, tried first just baking them to the base scabbard mesh and it looked too flat. Critique highly appreciated, thanks in advance.
Kudos! Very well done! Love the depth of the corsage and the details on the headpiece… and pretty much everything else :)! Stupid question though: This is still quite highpoly right? If so, how did texturing in substance work out for you, given the polycount? And did you add the cloth detail in zbrush or substance?
Hey Polycount :) In the last few months I continued working on my portfolio and have a few new projects up. I also found a nice internship I will be starting next month, so thank you all for your previous critiques :) As always, be as honest and brutal as needed. Portfolio : www.shyralon.weebly.com
That. People should simple take a look at what companies require for certain postions. Its out there - just take a look at the job sections of companies or sites like artstation. Or polycount's wiki. There is very little mystery in what is needed and actually helps you focus on a style or quality level or needed skills.
Yeah, the art is awesome, Gauss is the man... it's boggling that people are just finding out about this game and him, he's been posting his process on Polycount for years. He's pumped out an insane number of assets. I hope you guys don't give up on making your own stuff.
Depeche Mode, Wu Tang at SXSW... how is this an art blog? And if it's not, what's the relevance to Polycount? Honestly, as a new member (who has previously spammed about his blog in the wrong places), this isn't a great look, and you'd be better off engaging with the community rather than luring them to your website.
There's never been anything wrong with creating studies of anatomy containing full nudity and displaying it on polycount regardless of whether or not it's visible in the end. It's how you learn proper forms + adds to an artist's library of base models to work with on future projects. The head definitely looks better scale…
Not too bad, I think you caught the general shape pretty well considering you had a sprite as reference. One thing I can see, is that maybe his extended jaw is actual geo - from this render it looks more like a texture. Polycount feedback fills you with determination
World Machine can export a normal map of your terrain as well as export a mesh. It could be as simple as exporting meshes and simply changing the polycount before export. I haven't tested it though. Or you could reduce the lods manually, just make sure you don't mess the uvs up.
Hey Guys, Is it cool for noobs to get in on this? I haven't posted to polycount before, but I don't think there is a better time than now to start. I am going to do a tent that has one of the "throw the ball at the row of dolls" games going on. Sketch of the Idea Very quick blockout for the night