Yes you should ask. But I think you'll find in 3D communities (including Polycount) half the people can't even be bothered to credit the original artist, much less ask permission. So if you want to be a douche about it most people here probably aren't going to bat an eye.
yea youll find people take long to reply on polycount. theres not much i can say apart from well done. the next thing you have to figure out is what you want to do eg environment art, character art or just prop modelling. hope this helps :)
Turbo smooth and soft select editing can only get you so far. I don't think this was the way to go about this and I'm scared to look at the polycount. I'll keep trying but I think I'd need more practice with modeling before being able to make something presentable.
Honestly I think it looks great - you don't necessarily want to add more to the gloss map (a somewhat clean look is actually quite refreshing, and there's already subtle detail in the gloss map as far I can see). Maybe I'm a bit backwards, but the polycount looks fine to me as well.
I'm planning on adding surface details so yes- I'll most likely make a base mesh based off this current one and bake down some of the details to reduce overall polycount (not sure what triangle count to aim for though). Still working on the details for now before going into ZBrush
Pirate Myke: I tried using fragmotion (trial first) and got the same result :/ trying again today though. Eric Ramberg: I'm using Max 2011. Thanks for helpin with all my questions though Eric! Greatly appreciate the help you give to me and everyone here on polycount :)
I'm trying to recall the first time I saw Pior post on Polycount, sometime in the early 2000's, I think? He was awesome then and has accrued 15 years of more awesomeness under his belt. No offense to everyone else but I'd put a lot more weight on Pior's advice.
Looks good, maybe just work on really defining some of the structure. Since it's stylized you actually want to hit it even harder. Check out this stuff for reference on solid stylized anatomy. http://florence.lapalu.free.fr/polycount/Prostitutev2_Closeup1.jpg From this thread.…
sorry to hear the visceral games office has now been turned into ... dead space. :s i've met a couple of guys from there a few years back when they were over in the UK, working on a tie-in for the DS series. do we know if anyone from polycount has been affected?
Hi guys, this is my first post on polycount. I stumbled upon this thread yesterday, and seeing as I'm working on my portfolio at the moment, I thought I'd give it a go. I probably won't manage to make both the assets but here's where I'm at on the generator prop at the moment: Attachment not found.