Taking part in a 3D modeling competition that is being hosted by a CG school I'm attending.
And decided to work off of this concept by Marcin Basta.
Goal is to have this finished environment rendered in sketchfab by the 29th of February.
Going to make this in a Stylized workflow.
Replies
Will Probably split the walls into 2 tiling textures.
2-3 Textures for the Vases
2 Textures for the Pedestal (1 for the pedestal and another for the steps)
1 texture for the stairs
Any comments and critiques are welcome, it is my goal to have a finished and polished environment by the end of the month
Starting to plan out a trim sheet for some of the varying elements of the scene,
Still need to make detailed versions of the heads, 1 more material for the floor (a cracked stone pattern) and a trim sheet for the thrones and jars.
After everything looks good ill move on to texturing and rendering inside of sketchfab
Found out about a bunch of issues, Gotta fix some of the tiling on the trim sheets
Need to Finalize the heads and jars and thrones
Make another tiling material for the floor.
And also texture everything.
Another update
Just need to make and texture a cracked stone floor and Texture the Jars and then i will move on to polishing and fixing errors
One of my initial goals was to work on games with artstyles similar to WoW or Allods online, and i guess i got stuck in that frame of mind
But i guess that is bad habit that i will have to break depending on what style of piece i'm working on.
Are there any specific places or examples where increasing the polycount would increase the overall quality?
Now to dedicate the remaining time to polishing the scene and fixing errors.
Sketchfab link in case anyone wants to look into the scene
Thanks for taking the time to look over my work.
Thanks for taking the time and giving this advice out.
I'll try to apply it to the scene
Going to try making some last minute adjustments before sending this out