Hi!
I'm a bit late to the party, but there are still enough 3Days in 2017 to give it a try!
I'm trying to improve every day, but I tend to rather watch timelapses/tuts that actually modelling something, which is obviously not really good. I hope to change this a bit with 3Daily rules, don't know if I would be making 1 object every day, but I would try to upload everyday WIPs at least. Hopefully that theme would keep me motivated for the entire year
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Have fun, C&C are very welcome
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EDIT: Whole January recap here:
https://www.artstation.com/artwork/OJA9yStarting today with marble material created with Substance Designer
Replies
Reference:
Clay Render WiP:
Today I present you a game-ready worktable asset. Pretty proud of this one, as I finally figured out how to properly make UVs and bake normals from High-poly in Blender
EDIT: Also uploaded to artstation here: https://www.artstation.com/artwork/4zqx8
I was in the mood to create something with black & gold combo combined with clean look so here comes the spear!
EDIT: I guess I can't do anything without scratches :P
Clay render of low-poly leg for today
EDIT: Found time to upres it Probably would be adding more details with alphas in Substance Painter later.
EDIT: My reference:
Also both sides of the vents next to the cockpit should taper (Sorry if that is not the term), in your model you have 1 side of the vent is 90 degrees, while the other is tapering (Shrinking?)
As far as I know, in top down games like Starcraft and Heroes of the Storm, artists taper most of the units and buildings recognizable pieces (usually most of the buildings structure) to help with readability. Just so you keep that in mind!
https://www.artstation.com/artwork/OJA9y
Uploaded on artstation, too: https://www.artstation.com/artwork/Egqee
It's not my concept (sadly, because I just love it!), I found similar image browsing the Internet a few months back, and always want to recreate this scene. It's super cool, and I love this cheated (because there are quite a lot of tris here!) Low-poly art style . I saw a few mistakes (i should randomize rotatation of the "fumes" and rotate crates to face the camera), but I don't want to spend another 30min rendering :P
Original by Yanni Stathopoulos: https://dribbble.com/shots/2043907-Just-a-small-tank
1. Basic one
2. I like the lighting on this one, but it's definitely hard to look at. I have to experiment with dividing background and foreground renders.
3. Wireframe
I gather some of my project to create this piece. Still WIP, so tweaking is needed here and there (as I can see uke, and piano positioning, probably need to wrap hand around the axe too, and maybe do something with tail, as it lost fur for whatever reason), and futher work on composition, I feel like there is no "center" in this image now. I had to lower my subdiv, when my computer crashed trying to render this monstrosity xD.
EDIT:
1. Something wrong with the render
2. Add 20 light sources
3. Repeat point 2 until it's ok
4.????
5. Profit
Uploaded to artstation: https://www.artstation.com/artwork/mnm0Y
In my opinion, I would recommend moving your best piece front and center. That way your eye moves to that asset first and then moves around to the other pieces. As it stands right now, my eye kind of goes all over place. I like looking at the image but there is no "resting spot". I keep looking at the SCV and Stormtrooper helmet. I really like how some of the small pieces are scattered about. The axe needs to be moved, I only know its an axe bc of your previous image. Well hope this helps a little. Good luck and look forward to seeing more
It's one of the simplest thing you can think of, but I want to achieve nice edge flow and texturing with this one. Topology taken from there: http://imgur.com/a/dEWXP Awesome thing, check it out!
That's the original made few months back, sadly I own only educational license for Substance Painter, so can't sell textures for it. But that's basicaly first thing I will try to buy now.
Before:
After: