Hello polymeisters ! I've damned missed you guys
I've been failing to complete portfolio projects for so damn long
! I think I've jumped between idea after idea around 20-30 times since my last -now extremely outdated- released project.
So I decided 'screw it', I'm gonna start doing all my projects one by one, going down the list of ideas that I started like 3 years ago now.
It's so exhausting to have so many things to want to try, especially when they pop out mid-project and seem so good that the current project is complete dog-shite in comparison.. 20 times in a row.
Anyway, so starting from this one (hopefully), gonna document the entire process on this here site, which should help me stick to one thing after the other until I can have an actual finished environment on my belt.
So this project should be a simple one, a medieval room decorated by the stuff what a mage would use.
Here's the first draft
That's right, I also made a lighting pass, call the police if you must, but I really enjoy setting the atmosphere early on, to know what I'm working towards.
I've started splitting my blockout process about 5-failed-projects ago, the first one is a quick research of average sizes of stuff, which really helps creating the architecture after filling the room with boxes.
Then a second pass that goes into detail so you can recognize what each box is supposed to be, and also goes into more detail into the metrics of each prop. (these two passes can be seen in the gif below)
Then a THIRD blockout (that's right) for each prop, that's extremely detailed, but rough polygon-wise, to set the silhouette of the model and be able to have drastic changes in the design if it is required.
I honestly felt the difference this process had on my models afterwards, takes longer for sure, but for the purposes of a portfolio project it's worth it.
Anyway thanks for stopping by !
Next step is doing an architecture pass before I start pumping out the props.