the sculpt is almost done. some work on the lower solder piece is needed. merging it with the diode part, then i'll do some clean-up . I think I should make the wires more wavy.
hi! I am a beginner too, but I like to block out the thing in low poly first before doing subd and sculpting . that way changes I need to make would be made fast
@norbyscook hi. yeah, block out is an important stage. I do it too, but in that case I can adjust proportions even on the sculpting stage, bc it's a simple almost symmetrical mesh )
making the low poly. yellow - already modeled part (1600+ tris), gray - sculpt (13000000+ tris) I model it as a hero asset, so the polycount isn't really "low"
baked. 11k tris. now it's time for creation materials in substance designer, and i'm pretty terrified. Here's the standart "stylized bone" material from substance painter
two+ early blockouts in UE4. Started from one concept, but evolved I do not like the look of the tiles everywhere, except of ceiling on the first environment, I've did it just to test the reflections. On the second and third blockout screenshots I've also tested "film" grading, so it's low contrast and noisy.
some 2d. on the first one I focused mostly on post effects, trying to achieve film look the second one is a scifi/ cyberpunk repair department vechicle sketch. It is pretty low quality, since I'm trying to concentrate on an overall shapes and the feeling at the early design stage, rather than details.
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I model it as a hero asset, so the polycount isn't really "low"
10530 triangles, 1x2048 texture set
model
kind of burned film emulation in PS
I do not like the look of the tiles everywhere, except of ceiling on the first environment, I've did it just to test the reflections.
On the second and third blockout screenshots I've also tested "film" grading, so it's low contrast and noisy.
clean look (without non-default post process)
the second one is a scifi/ cyberpunk repair department vechicle sketch.
It is pretty low quality, since I'm trying to concentrate on an overall shapes and the feeling at the early design stage, rather than details.