Hello everyone,
First of all, thank you for reading this topic. I really appreciate you sharing your time with me.
Second,
I'm working on an environment based on Overwatch Concept.
My goal is to model everything, except for the characters.
I'm starting with the bottom left objects (toolboxes, display, flashlight, cans, bottles, "cooler"). Below I'll post my progress, please feel free to give any comments and critics.
Replies
They are both similar which makes easier to model, however, it doesn't feel "good" looking at it.
I believe the big toolbox should have some differences (beside not having the top part as the small toolbox). Any tips on references to look at?
In-game the models are really simplified, so I don't think they are a good "reference".
Although I want this to be a piece of my portfolio, I don't think I should go that low poly and simplify everything.
Also, I'm worrying about the texturing part. I have 0 experience with stylized texture. Any tips, tutorials, references, etc on that would be nice too
Thank you for your time.
Worked on the display and the "cooler".
Still have to check the proportions and add details.
https://imgur.com/DvFdtKb
(I don't know how to add images through URLs here yet)
Thaaanks
High poly of some props. Going to work on Low Poly and UV maps now. Later, basic texturing and UE4 scene.
But I sure do will take your advice in consideration and assemble a scene inside UE4 to make sure everything is right
Thanks
And what I learned was: do your blockout on UE4 as soon as possible...because things will look differently inside Max and UE4, specially because it's not the same camera, distance, focal, etc
Well...I'm still learning the tricks inside UE4 but at first sight my concept looks close to the concept, despite a few things that I want to change.
However, I'm not sure of how close I should be from the concept. I will wait for some advice for now and will keep working on other stuff meanwhile.
Thanks again for you time. (and sorry for not post here so often)
Both 3DS Max and UE4 should let you add your own camera settings. And even then, you can still import your scene into the engine. Just make sure it's in centimeters (because UE4 only uses that and not the imperial/Max units).
After that, I just modelled them without checking the concept again. So that was my mistake. I think I lost track of the proportions somewhere in the process and one of the props is really out.
BTW, could anyone give me your opinion on how close is the assets proportions compared to the concept? I'm trying to make it "perfect" but I feel that I can't find the same angle and position as the artist.
Thanks again for your time
Well, now I believe I tackled this with the correct approach.
I set up the scene inside UE4, I'm checking and rechecking all proportions and trying to reach the look from the concept.
Some objects are just place holder. My plan is
*Put everything on the scene (blockout)
*Work on the High Poly from main objects on the scene (bigger ones)
*Texture them (make variations as well on colours and details
*Light the scene
*Start over again with small objects
All feedbacks are more than welcome.
Cya
After a few weeks without working on the project, I'm back to it again.
Did some small props to add to the scene.
the plan is
*Put everything on the scene (blockout) - working on it
*Work on the High Poly from main objects on the scene (bigger ones) - working on it
*Texture them (make variations as well on colours and details - start again
*Light the scene - learn about it
Thanks for reading
Here it goes another update.
Quick renders. Not the end product but getting there.
The display is not exactly how I want it, it's missing some emissive from the UI but I'll get to that later.
Please share your opinion on it, I would love to hear some feedback
Thank you