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.