This is nice work, fast too. I think to really bring it to the next level you can put a little more dirt and grunge into the paint, you already threw in the scruffs and scratches so some grunge can really add variation to the paint.Paxwort said:Wanted some nice prop work for my portfolio, so I had a go at this. I'm sorry I don't have progress pics, I kinda just knocked it out in a productive haze.For a lot of the little details, I experimented with a transferred-normals decal-ish approach that Christopher3D recently featured on his channel, I have to say it works pretty well. Especially for the little ridges in the handles - it would have been a mess to build them into the mesh, and the alternative was to do it entirely in normals (requiring further tedious materials work).
kwagner said:@Pep_mepla I'm making a kind of mid-poly model to get all the individual pieces I need, then I'll take that into ZBrush. Are you doing your scene in Unreal? Do you block it out directly in Unreal or do you make the blockout pieces in the modeling software and import?Here's my mid-poly. Slowed down a lot last week and didn't get as much done as I wanted because l i f e. Just need the gold pieces and it'll be ready for ZBrush.
Also, I'm moving over to Blender from being a Maya user of 15 years, so if anyone has tips/tricks/tutorial videos for softening/hardening edges please let me know. I can't find a whole lot online that does what I need without odd shading...
Looking good! Proportions look great. I will look into Fspy, thank you.Pep_mepla said:Anddddd...This is my blockout so far of the stylized environment. I think the proportions are more or less correct, so now I'm going to play a little with the lighting before moving to the more detailed modeling.
I accidently read: if you added barely sex and the PTR suggested more sex..zetheros said:..this is what happens when you don't listen..