I've had so much time at work recently to do what I want... so I'm hoping I'm not coming across as someone who's just starting multiple projects and not finishing anything.. I'm actually far from that (Y) My other projects are all in the texturing phase which requires the use of Substance which I don't have at work... so this spare time at work is predominately spent modelling things
So here I am with another project... this time something in a bigger scale, an entire environment piece.
I've selected this concept painted by talented artist Sung Choi, I'll be building this in 3dsmax, baked and textured in Substance Painter/Designer and final delivery will be in Unreal Engine 4.
So far I've gone by what the concept looks like but I will be implementing finer details with reference material / self redesigning after the general blocking phase is done.
So I've had a lot of conflict inside my head recently... as to which pipeline to go about for building these buildings... My gut feeling has told me to just model the buildings in full detail / smoothed edges etc... and bake them down into a low poly... and go about it that way. However I've been thinking about just building the low-poly and then generating the additional panel detail in nDo or building them in Substance Designer.
Would building everything in subdivision modelling and then baking them be a waste of time? Would anyone actually care? Advice needed.
Block out / minor modelling.
Original Concept by Sung Choi