This stuff all looks great, but when I read the opening post I was assuming you had literally zero experience of modelling at the time - clearly you must have been already well-experienced in it to start off with such quality models? =P
This stuff all looks great, but when I read the opening post I was assuming you had literally zero experience of modelling at the time - clearly you must have been already well-experienced in it to start off with such quality models? =P
I had one month of experience before posting here.
So I'm on to another project! I will try to create a modular japanese room. My goal is to create as little assets as possible and create the room in as little time as possible. I will try to post my plan on how I will proceed, any tricks&tips would be appreciated.
hey man looks good, great work ethic you have there. My only critique would be that the way the diamond pattern cuts off is a bit abruptly, on the up right part, where circular thingies are, dunno if its like that on the render.
Alright I just placed some BSP in unreal to see how it would look real quick. I only used bsp brushes the size of the one I created in Maya. The room look a bit bigger but I don't really mind since the goal isn't to really get this exactly as it is on the picture. I will now try and understand how to create materials in substance designer.
For this new scene I would suggest you take a extra look into lightning because its something that gives that gives of a high quality feeling. If you are unsure maybe try to make different moods or daytimes to see what works with your scene, its good training nontheless :P
Looking forward to the next updates Keep it up! You are doing great work!
For this new scene I would suggest you take a extra look into lightning because its something that gives that gives of a high quality feeling. If you are unsure maybe try to make different moods or daytimes to see what works with your scene, its good training nontheless :P
Looking forward to the next updates Keep it up! You are doing great work!
Thanks! I was already planning on doing a day and a night shot!
Did not post here in a while, been busy with work and life. I 'completed' my Japanese themed room, I don't really like how it turned out but I learned a lot doing it. I started another environment and I'm progressing much faster on this one. I also created my first substance in substance designer. Here is some screenshot of my progress.
Japanese room
Here's a blockout of my second environment, this was completed in one day.
My first substance in substance designer close-up Where I'm at so far.
good job! add please Dementors from Harry Potter Just joking Maybe adding some props will make it more interesting. Of course not the same, but something like this.
Been a while since I posted here, I am still at it, right now working on an ArchViz project. I started looking for job recently and I feel like I could land some entry level job with my current skill level. Here is some progress of the kitchen for my scene:
Kind of boring at the moment, still modeling stuff and tweaking as I go.
*Cries* If only I had the discipline to force myself to study and practice for a whole year, been a whole year for me now and I still feel like I can't do a whole lot.
*Cries* If only I had the discipline to force myself to study and practice for a whole year, been a whole year for me now and I still feel like I can't do a whole lot.
Never too late! Give yourself small project and make sure you finish them! Take a screen shot of your progress every day you work on them and try to have a dedicated time to work on your stuff, not just whenever you feel like it.
Hello man, very inspirational to read through all this and see how much progress you made in such a short time. Guees I'm also at your stage right now but I always forget to finish things, got a whole folder filled with incomplete meshes/projects. You inspired to seek more help online then just sit behind my pc in my room and make stuff I like. You need to hear critique afterall to improve, so maybe I'll see you around on my threads in the future and keep going!
I am looking for ideas on what to do for my next project, I would like a simple scene with some foliage since I have never done anything with foliage before. I would also like something that won't take me forever to model so I can spend more time on texturing and lighting. Any ideas?
Alright after talking listening to the advice of someone in the industry I decided to do something smaller. I didn't post any progress but here's the almost final render in substance painter.
Hello mate, Nice work and I like your drive to reach your goal. I like your subway tunnel, I'd like to see a clean version (which you have) and a smashed up version. Also some props would help the scene out alot. The tunnel lighting doesn't seem to be logically placed (minor point)
As far as an overall folio goes, I used to choose themes based on my strengths and tools that I wanted to develop.
I used to make mood boards to inspire me as below. These boards were shots that differed greatly in colour, tone and theme.
Whatever happens, your final models should show the most amount of detail and accuracy as possible and present them well. But keep your scenes / props small and manageable, using uptodate techniques like pbr materials etc
EG , your knife could have a sheath and be placed on a tabletop. Or your globe could be in a small room diarama Like this
Best to practice ZBrush every day then! Even if it's just for a few minutes. I hated it when I first started. Difficult to get around, UI is crap. But I told myself to use it for at least 15 minutes a day.
Best to practice ZBrush every day then! Even if it's just for a few minutes. I hated it when I first started. Difficult to get around, UI is crap. But I told myself to use it for at least 15 minutes a day.
I agree. The best way to learn ZBrush is to jump in and just do it. In my case it was that all I created in my first year in ZBrush was crap but at least I learned the program and got used to the UI. After using it a while it really gets less daunting and even the UI now feels like a breeze to use with a tablet.
However, I did not practice every day, more like every other so if you can keep a regular schedule you probably will be surprised how quickly you pick up the tool!
I decided to tackle a bigger project that would challenge me in new ways and force me to learn to use ZBrush a little bit. Here's the concept art for the scene:
So far I have blocked out all the shape in Maya and I created the wall in substance designer. Here's the substance for the wall:
It's a little bit more detailed but I think it's going to work well for that scene.
This is great, I really admire your drive on this. I'll prepare you now but you're gonna have to struggle quite a bit doing this scene if you're only learning ZBrush during it but what you're doing is definitely the right way to go. I quickly scrolled through this thread and I've picked up on how fast you're progressing, keep going.
The substance looks good btw, I think doing this concept towards the direction of realistic/detailed is definitely the right move. The micro surface details could be boosted a bit more though, assuming this will be your base material for the rocks?
Replies
For inspiration on modular environments, take at look at these if haven't already:
http://polycount.com/discussion/89682/an-exercise-in-modular-textures-scifi-lab-udk
http://wiki.polycount.com/wiki/Modular_environments
If you are unsure maybe try to make different moods or daytimes to see what works with your scene, its good training nontheless :P
Looking forward to the next updates
Japanese room
Here's a blockout of my second environment, this was completed in one day.
My first substance in substance designer
close-up
Where I'm at so far.
C&C are welcome as usual.
Just joking
Of course not the same, but something like this.
Kind of boring at the moment, still modeling stuff and tweaking as I go.
I like your subway tunnel, I'd like to see a clean version (which you have) and a smashed up version. Also some props would help the scene out alot.
The tunnel lighting doesn't seem to be logically placed (minor point)
As far as an overall folio goes, I used to choose themes based on my strengths and tools that I wanted to develop.
I used to make mood boards to inspire me as below. These boards were shots that differed greatly in colour, tone and theme.
Whatever happens, your final models should show the most amount of detail and accuracy as possible and present them well. But keep your scenes / props small and manageable, using uptodate techniques like pbr materials etc
EG , your knife could have a sheath and be placed on a tabletop. Or your globe could be in a small room diarama
Like this
... https://www.artstation.com/artwork/KrVx
Scott homer displays his work very well and is always busy.
Hope this helps and keep up the good work
However, I did not practice every day, more like every other so if you can keep a regular schedule you probably will be surprised how quickly you pick up the tool!
So far I have blocked out all the shape in Maya and I created the wall in substance designer. Here's the substance for the wall:
It's a little bit more detailed but I think it's going to work well for that scene.
I'll prepare you now but you're gonna have to struggle quite a bit doing this scene if you're only learning ZBrush during it but what you're doing is definitely the right way to go. I quickly scrolled through this thread and I've picked up on how fast you're progressing, keep going.
The substance looks good btw, I think doing this concept towards the direction of realistic/detailed is definitely the right move. The micro surface details could be boosted a bit more though, assuming this will be your base material for the rocks?