@SkinnyM Have to agree with Eric's recommendation to block out the major shapes before merging them and adding support loops.
To add to what's already been said: blending complex shape intersections is all about creating accurate shapes that have relatively consistent segment spacing. Using more geometry can help with certain types of smoothing artifacts but also makes it difficult to adjust the shapes. This is why it's a lot easier to resolve major topology flow issues during the block out, without all the added complexity of having to manage blending the support loops into the shapes.
Focus on creating accurate shapes first then solve the topology flow issues around the shape intersections by matching the segments of adjacent shapes and using the existing geometry as support. After the basic topology routing is solved the secondary details can be added and sharped with support loops.
Below is an example of what this type of block out process could look like. Working through the shape accuracy and topology flow issues first allows the the shapes to define the support loops, rather than the support loops limiting the accuracy of the shapes.
It's also important to minimize the amount of surface deformation generated by merging or reducing unneeded geometry. Try to avoid making extreme changes in the underlying curvature of the intersecting shapes. Significant differences between the intersecting geometry can usually be constrained to the area between the support loops or averaged out over a larger surface.
Recap: Us the block out process to generate accurate shapes and solve topology flow issues. Use the minimum amount of geometry required to accurately represent the shapes and try to maintain relatively consistent segment spacing along curves. Match the number of segments in adjacent features and use the existing geometry as support for shape intersections. Let the major forms guide the support loop flow.
Hello! I am finally here to share my latest project,
hope you like it.
Here's my portfolio link and for full res + another render for the character https://www.artstation.com/timothy_feriandy
I am open commissions too by the way and looking for opportunity for full time, freelance, contract and part time, feel free to contact me via Artstation, Discord: timothy #9018 , email: timothyferiandy@gmail.com
Timothy_Feriandy
As for me, I think this wraps up my submission for the challenge. Hard to believe I spent so much time on such a small scene! I'm no VFX artist either but here I am making fire and animated materials. I think I hit all the bases I wanted to hit with this one. If you'd like to see more I posted some other things about it here https://www.artstation.com/artwork/qQr6zy
squarebender
overhauled UI so there is full gamepad support.
UI work is really slow for me, but I was able to use Epics new CommonUI plugin to build a much quicker to setup system than I had. It wasn't worth reworking the UI for this game on its own, but I figured I could reuse the system for my next project, and this would give me chance to work out the kinks.
Just a bit more work to finalize the game loop then I'll start actually doing some promotional videos.
I took an evening off to dink around with the art a bit. Mostly messed with post process and also try to get more interesting colors going on.
I also developed a pretty fun skiing mechanic - I think halfway through the mountain map I'll change it to snow and let players use the skis.
Alex_J
Super excited that I can finally post in this thread! I recently got hired as Environment Artist at Turn 10 to work on Forza! This is my first AAA job!
Here is my small background: After I graduated from the university, I have been working at Miliarty Simulation for the USA Airforce for a couple of years. And then, I worked on the unannounced tv show at BRON for almost a year.
Thank you, everyone on Polycount, for all of the advice, feedback, and support!
https://www.artstation.com/tythomas
tythomas063
New self project, game-ready model of "Kolya" gun from Metro Exodus, that based on Colt 1911
Something I am working on right now. Another tankhead by concept artist Emmerson Tung. This concept has two variations for different turret, this is the type A version and I am planning to upload soon on my progress about the type B variations.
np1094