Here is what I have before the end of the challenge I wasn't able to finish and get to everything I wanted, but hey I learned a lot. This challenge was nice I have a hard time finishing environments so the time crunch helped my focus in. The trim sheet threw me for a loop, I got hung up on it and that's when I realized I should have planed more.
Hello, This is the sculpt i have so far. Figuring out the placement of the dragons in perspective is challenging, I thought of doing some overpaints from different angles before refining it and wrapping it up. Also tried to use a Blender-greasepencil sketch as a guide which really helped! Not refining the glass-bottle from the start lead to sculpting some areas of the ornament multiple times and was not a good idea
This is a hotdog on a bun. It's very easy to make using basic subdivision modeling.
Here's how to create one of your own:
-Insert a cylinder capped with a quad hemisphere and mirror the mesh. -Add loop cuts to evenly space the decorative slices. -Randomize the decorative slices with a series of shear operations.
-Crease the end by adding edges across the center and support loops with a bevel / chamfer operation. -Add support loops to the inside of the decorative slices with an inset operation. -Twist the cylinder axially and radially with deform modifiers then add a triangulate modifier for texture.
Subdivide the hotdog before adding the bun.
-Insert a quad sphere and split it into quarters then extrude into an oblong shape and mirror.
-Clean up the topology routing on the flat side of the bun. -Select the outer portion of the bun and randomize the vertex height to create texture. -Add support loops around the edge of the bun with a bevel / chamfer operation. -Use deform modifiers to further randomize the shape of the bun. -Add a subdivision modifier, triangulate modifier, and displacement modifier that's driven by a procedural texture.
Model condiments to taste. Consider using a curve to mesh workflow for abstract lines of viscous flavorings like ketchup and mustard. Semi-solids like sauerkraut and onions can be added manually or using a physics sim.
First Polycount post & challenge! I started on the 18th of Feburary and have gotten this far. I'm also looking to get some hand painting practise in with this project.
Not sure how much more I should push the geometry as I'd like to see what I can get away with via textures.
Alright modeled most of what I wanted to include, I've also applied tri-planar pbr materials too 'previs' the object's silhouette since there's no need for UVs at this point. Anyway aim is to run it through substance painter using UE4 showcasing final renders so we'll see how things turnout once results are assessed.
Extremely new to modeling. Working with a Star Wars mod team to make models that go in game. I wanted to make a blaster that fits in universe but not exactly one that would be in the shows or movies. I used a Kotor Blaster Pistol as the reference for the shape. It has to be mid tier poly for First Person views. Currently 8.5k tris and 4.5k vertices.
Not even close to some of the amazing work in this forum but I will keep trying!