Finally getting around to redesigning the player character and working on my concept/design abilities. Going to stop dancing around it and move towards a full on WoW hand painted style.
This is still WIP but felt it was at a place I'd share. Once I finish the rest of the orthos I'll model him out and see him in engine. Then I'll make the proper adjustments to the environment textures and enemies which will also get a design pass.
This has also been a good project to get more comfortable with Affinity Photo.
Bolovorix
Hello! This is my most recent personal project - a game-ready model of a polish submachine gun PM-84.
I consider this model finished, but I will still appreciate any feedback :D
mxrxq
I've included a side shot because I'm not really sure about the proportions,if anyone modeled a Maz before or has any idea please tell me because the high poly is almost ready and it's hard to make changes after.Considering that it's almost done and it took me a while I like the level of details.If anyone has any critique or wants to give me some feedback I'm more than glad to hear from you.
andreygheorghe
Thanks @lucardo! I am glad you like them, they are really fun to work on. :)
And here is a little update:
First, I reviewed the tracks and their proportion to the locomotives and came to a decision to make them narrower. Originally for 3D printing it was more ideal to have them wide - or at least I like to think that - but for this version I think this more realistic track width is a better fit.
Here are before/afters:
I also finished the new oil tank car. I might tweak colors later a bit.
While I was modeling it, I was thinking about how to deal with color variations. I might want subtle color variations from the same type, or different paint jobs. If all of them are on the screen, that would be many tiny textures to load and a lot of materials.
So instead of that I started a bigger texture where I will keep all the variations, so the engine needs to load just one 512 texture, and with this little part here I am able to control which version should be used by moving the UV there. With the current texture layout I can have 32 different versions (4x8).
Not sure if this is the best solution, I did not work with UE in the last decade, but it's a start. :)
I think I will make a locomotive next.
@orangesky Thanks for the comment. Glad the write-ups have been enjoyable and informative.
The short answer is: it depends. Context is really important because, even from a broad perspective, there's some significant differences between organic and hard surface modeling. While there's definitely some overlap in the fundamentals of subdivision modeling, these two broad fields are still completely different disciplines. Each with specific sub-focuses that require somewhat unique skill sets. What's acceptable in one instance may not be ideal for another.
It's the same sort of situation when it comes to 3D modeling for different types of media. E.g. animation, game, VFX, and visualization projects all tend to have specific technical requirements. The various studios that specialize in each of these fields will generally have their own preferred workflow(s) and best practices. Which are sometimes made public through articles, discussions, documentation, interviews, presentations, etc.
Information that references sources with firsthand experience is probably more accurate than personal opinion. As an example: use cases for triangles and n-gons are discussed in documentation for OpenSubdiv and booleans are also mentioned in other user docs and articles about artists that have worked on feature length animations at the company in question.
In general though, most technical elements are relatively easy to measure. That's probably why it's tempting to try distilling creative processes down into a set of fixed rules. While this sort of approach can work well enough when just learning the basics. It also tends to restrict problem solving by oversimplifying things and optimizing for binary decision making. Which generally produces less than optimal results when dealing complex problems over a longer period of time and contributes to the perpetuation of technical dogma.
Just in game art alone, the relatively short evolutionary period of the design tools has already seen several inflection points where established workflows have changed suddenly and artists that were unwilling to at least entertain the idea of doing things differently were completely left behind.
The switch to PBR texturing workflows and the subsequent rise of dedicated texturing applications is one fairly recent example. Another, which is adjacent to the earlier shift towards sculpting organics, is the rapid evolution of the boolean re-meshing workflow that's now seeing 3D DCC's being replaced with CAD applications. Parametric modeling is accurate and relatively fast. Two things that, arguably, old school, grid based subdivision modeling is not.
These kinds of rapid paradigm shifts are often focused on moving to processes that offer significant improvements in efficiency and visual fidelity. Something that a lot of the older workflows just can't compete against. That's not to say that elements of these older workflows aren't still relevant. It's just that the weaknesses now outweigh the strengths. Traditional subdivision modeling is no exception to this. Especially when it comes to hard surface content.
Booleans, modifiers and n-gons speed up different parts of the modeling process but it's important to remember that they're just intermediate steps and aren't the entire workflow. When combined with effective block outs and segment matching strategies, the n-gons in a base mesh can be resolved to all quads if required. So all quad geometry isn't necessarily exclusive to slower, traditional modeling methods like box, point inflation, edge extrusion or strip modeling.
The takeaway from all this is that the technical elements should be chosen to serve the creative elements that further the story. Not the reverse. Part of improving as an artist is learning to work within resource constraints to creatively solve aesthetic and communication problems while maintaining a cohesive narrative. Which admittedly does require technical understanding. It's just that understanding has to be tempered with other creative skills that might be neglected during these types of discussions.
Sometimes it's helpful to look at the technical elements of a workflow with a more pragmatic lens. Focusing less on tradition and more on comparing the cost of the inputs [time, emotional capital, etc.] to the value generated. Exploring different workflows also provides some needed contrast that helps identify weaknesses in current workflows. It's that sort of iteration and reflection that moves things forwards.
Polycount's career and education section is also a great resource for learning about what's expected from artists working in a specific field and is probably a better venue for discussing building a portfolio to land an animation, VFX or film job. Definitely worth the time to read through the advice offered there by other experienced artists that have worked on similar projects.
Just finished my personal project JagdKommando Knife.
enjoyed working on it.
Shameless crosspost https://polycount.com/discussion/231802/john-mcclane-real-time-character/p1
I've been working on this character for quite some time in between jobs, mentorship and other personal projects, but now it's finally done.
Here's my take on Bruce Willis as John McClane in Die Hard 4(Live free or die hard). Thank you all who've been supportive on stream while I've worked on this and let's move on to a new one.
As usual textured and rendered in Marmoset Toolbag.
The whole process was streamed on Twitch and will be available on my Patreon
https://www.twitch.tv/nimlot26
https://www.patreon.com/nimlot
More images and videos here: https://www.artstation.com/artwork/QnvKzB
Cheers!
nimlot26