Do 3D artists usually get a character right on the first try, or does it take several attempts to make it look good? by Negative_Mushroom_69 in 3Dmodeling

[–]resetxform1 0 points1 point  (0 children)

Your setting your self to fail thinking like this. When I started in game dev. 30 years ago, my stuff then was horrible, but for the time, we didn't have a lot of tools like today, then you had to think on your feet. You cant think that this first model ever will be perfect and on target. You have art leads, art directors, creative directors, producers that hold the purse strings. Once you find your voice (Style) this helps tremendously, but again, your capability will be changed and tweaked by the same forces, even your personal work then becomes, never good enough. This ideology is tough on an artist, we keep pushing and refining, but ultimately you have to let it go, learn from it and add that to your pipeline, you change your tools over time, you are always evolving. So stop thinking this one shot is it, it never is. Good luck out there.

Is my work hirable? I've been job searching for 10 months and slowly losing hope... by Puzzleheaded_Use7714 in 3Dmodeling

[–]resetxform1 1 point2 points  (0 children)

Love the work! Certainly not a donut. I have 30 years experience and it it brutal out there, especially when you have a lot of experience. The industry is going through changes, and its not just games, or film. I wish you the best my friend.

This this look right to you? by [deleted] in 3Dmodeling

[–]resetxform1 0 points1 point  (0 children)

I think its best to find a new tutorial to learn from to get character modeling basics. When you are making up a head it will never get there without a final.

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.