Hey everyone, just pushing forward with my portfolio and breaking into the environment art industry (plus trying to make a couple of bucks on Fab). This time around, I made a massive environment inspired by winter in my city. It took a massive toll on me, but here's the result. More details on https://www.artstation.com/artwork/nJoNzE
I'm going to call this done for now. Going to move onto some a new character, still want to do a actual dance animation but it will have to be side project while I look at adding more to my portfolio to look for new work since I resigned a couple of weeks ago because the company stopped paying me.
Tried to do a nicer screenshot from Blender viewport but I'm not too big a fan of it but at least something besides just the A pose.
Also will look at eventually doing a write up about the whole thing.
Hi! Nice updates! Thanks for reminding me of the challenge
@BillyJackman I like personality it got, with the frame looks like it has a grin. If you intended to work on this some more, I think some dynamism/ folds in the hanging scroll would enhance it more. And perhaps some more material definition, so it reads more clearly what materials the different parts are made of. Based on the shading and shapes of the concept, I read the frame - even the scroll - as made from different metals. But with such things, there is certainly room for different interpretations.
@stray Nice progress and the texturing of the eye is looking great. Looking forward to see it applied to the rest. I think you could play a bit with with the eye size/ proportions to frame, as I think the eye is currently a bit small compared to the stand. But might look this way due to perspective or is how you intend it to be. Keep it up!
Here is the current state of my interpretation, captured from a web build on itch:
Build a small room reusing some old assets. Lighting is baked for the most part except for a mixed spotlight. For the stand surface, combined vertex color + trim texture (UV0) and AO (UV1). Possibly this could be simplified or the atlas expanded with more trims to build more asset with the same approach. If I find the time, I'll make the eye look better.
Here is an in-between step that has become outdated:
trim sheet (used at 512 resolution) - could add some more elements like caps and make it 1:2 ratio to save more texture space
vertex colors
A good week everybody '
Edit: Oh no, I noticed the walls left and right to the eye have no collision Edit02: fixed missing wall collision, slight adjustment to eye fire
Update: Calling it done! Just have to adjust a few things with the textures and presentation. Now I just need to rig it for practice, then unreal engine scenes!