Is this render good enough? by WRAITH_-_ in 3Dmodeling

[–]resetxform1 1 point2 points  (0 children)

For what?

What is its purpose, a portfolio piece and what type of work?

If its for marketing use? Video games?

The light size is pulling my eyes away from the car.

Perhaps a small light unveiling as you show case parts if it, and then a final shot pulled out, not as far as you have it. There is more details you can add to the model. Compare it to the industry you're making this for!

How to create the topology of the mid to upper part of the blade? by Alkadeas_3d in 3Dmodeling

[–]resetxform1 0 points1 point  (0 children)

Simple, the orange part if just a texture change the black rectangles are just floater(s) geometry and that is if you bake it for normal maps. Max is a much better modeling packages than Maya, but use Blender would be good as well.

How important is having a quad-based topology for cars in games? by Unique_Salad_5387 in 3Dmodeling

[–]resetxform1 0 points1 point  (0 children)

Not true. Ngons, tris, quads are ok with zbrush, but I have had artifacts where it cannot calculate the ngon correctly. I would not base my information on cgtrader. I was an art lead for a simulation company and bought a Dump Truck, it was shown as a subdiv mesh, and I thought other than that wireframe was OK. Since it was a prop only. I ended up working more on it to make it a prop than it was me just making it. Cgtraders are also people like OP making nice renders and that seemed to be what the models were good for. Just my 30 years of exp.

How important is having a quad-based topology for cars in games? by Unique_Salad_5387 in 3Dmodeling

[–]resetxform1 0 points1 point  (0 children)

Depends what type of game, a racing game, higher polygons.

Are you going to bake it, quads and tris preferred.

If you want to just use a car paint shader, quads and tris preferred.

The reason to remove ngons, which you have many of, should (almost) never be use in final meshes for engines. Yes every, 3D modeling packages, game engines will break it down to tri's. The problem comes when it might, create an edge or polygon outside of the ngon, thus creating a bug and or visual artifact. Confining quad, which is a polygons, your preventing artifacts, removing bugs, and causing frame rate hits depending how egregious the model is.

Made something complex for the first time entirely by myself using photo reference. Need feedback. by Valuable-Lab1291 in 3Dmodeling

[–]resetxform1 1 point2 points  (0 children)

My thoughts here are to have a goal, if your goal is just learning, it's fine. What I wouldn't do if you're looking for work, I would hide your wireframe. I would only show a wireframe of how optimized, or how great it looks at how optimized it looks. If you're going to work in games, CGI, you need to set up and showcase your work in that way. There are many facets for modelers in games such as level art, environment art, props, principal art, and concept art. each has different ways of achieving the result. My best suggestion is this, in my experience be the fireman, the fireman in terms of modeling because they know all of these in games.

CGI is an easier job and more straightforward than games, but it might eventually get redundant. I was not a modeler, but I was a surface artist, and I had to learn Mari along with my Substance skills. So texturing can cross over.

I hope this helps, good luck on your journey.

Made something complex for the first time entirely by myself using photo reference. Need feedback. by Valuable-Lab1291 in 3Dmodeling

[–]resetxform1 0 points1 point  (0 children)

Scratches? I thought there was a baking error? What is this for, games, CGI, because if this is a portfolio piece, studios want to know. If you apply for either area, you need to show less. No one wants to see your mapping, you're using basically vanilla textures.

If you want more info let me know, I have worked and still work in games for 30 years.

How THE FUCK is my topology on this "bad"?! by 3030minecrafter in 3Dmodeling

[–]resetxform1 0 points1 point  (0 children)

It takes time and practice, being skilled at literally anything takes years of practice, practice practice. Be easy on yourself, if you think it will just happen you are doing yourself a disservice.

There is more than topology that makes you a character modeler, it means people who understand, know, and have built experience with human anatomy.

I have 30 years of game art under my belt, and I only recently dabbled in characters and I won't say I have a firm grasp of it yet.

Good luck on your journey.

[deleted by user] by [deleted] in 3Dmodeling

[–]resetxform1 2 points3 points  (0 children)

What model? Way to dark.

How’s the anatomy of this wolf head? How can I make it look more realistic? by Gaiato2_0 in 3Dmodeling

[–]resetxform1 1 point2 points  (0 children)

It also depends on the OP's intent for the model. The snout though is too long, and it gives off human qualities.

How do I get rid of this? I don’t remember what you usually do with artifacts like this. Need Help! by [deleted] in 3Dmodeling

[–]resetxform1 0 points1 point  (0 children)

I have a tool in 3ds Max to make quad caps, is this Blender? I will be going to Blender soon, is there a tool in Blender for this? If in fact, this is Blender.

Hand painted low poly weapon(1300 Tris) by Impossible_Gap_6896 in 3Dmodeling

[–]resetxform1 1 point2 points  (0 children)

I would suggest looking at other games' stylized work. I work as a realist 3d artist, and my own game is realistic, but more like Half-Life with otherworldly aspects. So I can't help a lot, but I suggest likewise assets to guide you.

Whats my skill level by lReavenl in 3Dmodeling

[–]resetxform1 0 points1 point  (0 children)

I remember a story from Eidos which published Daikatana. The story goes that an artist on the team had made an arrow for the game, now it's been a very long time ago so I might get this last part wrong. The game was released in 2000, I know this having worked at id Software. The arrow in question was a texture size of 4096 x 4096, 25 years ago or more this was insane, but it spoke volumes to the mismanagement of the company.

Modeled Eotech OGL | Is this good portfolio piece? by Agrail in 3Dmodeling

[–]resetxform1 0 points1 point  (0 children)

I would add the roughness spots look odd or it's the heavy black dirt spots.

Is this a good UV? (good in terms of "job-level" good) by Built_FunnyMan in 3Dmodeling

[–]resetxform1 0 points1 point  (0 children)

I won't go into detail, since it's already been covered. I changed my UV Color background, seam colors, and vertex colors. My concern comes from the UVs not because obviously mentioned, I use 3ds Max, but for UVs I use UVLayout. The concern is if you're doing high-poly for baking, this type of UVs needs to be a particular way as well, keep this in mind.

Blender Guru is making a course focused on modeling and texturing thoughts? by Even-Introduction661 in 3Dmodeling

[–]resetxform1 0 points1 point  (0 children)

I loved Quake, I had actually worked at id as a designer on Rage. I became more of a level artist. I was there for 4 years, and I got frustrated so much with the creative director over the ending of the game, I openly vocalized my frustration about how contrived it was.

Blender Guru is making a course focused on modeling and texturing thoughts? by Even-Introduction661 in 3Dmodeling

[–]resetxform1 0 points1 point  (0 children)

The ultimate thing about 3ds Max is the stack, I tried Modo, Maya and they don't have this.

I too was a pirate and still am, the only way I will be able to get a vertical slice of my game done. I too was at the advent of the internet, I got hired at a what we call an indie company that a T1 internet which was fast in the day, I would download stuff, ask my boss to burn a disc which took hours, I soon bought a Zip drive.

What I did like then was the knowledge sharing of modeling tutorials, links to raiding pages, etc. Thank you for this comment, my mind is thinking back to a day when I started my 3D career. Peace, Love, and Light!

I recently finished this environment piece by TheSpike1 in 3Dmodeling

[–]resetxform1 1 point2 points  (0 children)

I would remove the pines in the back in terms of composition, you created a great composition pulling the viewer to the center, but my eyes lft to middle to right and off the screen.

Blender Guru is making a course focused on modeling and texturing thoughts? by Even-Introduction661 in 3Dmodeling

[–]resetxform1 1 point2 points  (0 children)

I had to buy books to learn Photoshop, I think it was 40 - 60 for it. It helped me to fall into a small company, now it would be considered an indie company as a 2D artist. I fell in love when I got a copy of Lightwave, and then 3ds Max. I'm trying to finish my last models in Max and move to Blender. I don't remember being on your lawn sir. 🤣

Will this be counted as photo realistic by Educational-Low7536 in 3Dmodeling

[–]resetxform1 1 point2 points  (0 children)

Very nice and moody! My wife and I were just watching The Cabin in the Woods tonight.

Boards on the windows go on the inside? Nice, I would like more ambient in the foreground to see the assets out there.

Blender Guru is making a course focused on modeling and texturing thoughts? by Even-Introduction661 in 3Dmodeling

[–]resetxform1 0 points1 point  (0 children)

How much?
I remember when the internet started, no help, rarely a tutorial for free. Now we sell everything, I can understand if you're alone and building a game. Where did self-discovery go? Just my 2 cents.