Here some boring
My name is Egor Izotenkov and this is my first post here. I started this project some time ago while studying 3D graphics courses in Kyiv. Many thanks to the guys from ArtCraft, I learned a lot of new and interesting things from them. Unfortunately, for some reason, I was not able to finish the project then. And now, almost a year later, I am still slowly working on it and trying to learn as much as I can.
I like the polycount community, you can always find a lot of great advice here, and I hope that I myself can show something to those who are still studying like me. I've already learned a lot on this project, so if anyone is still thinking, start doing
In the community of creators, we are all inspired by each other.
Well for all this I mostly used such programs as blender (personally like this little dude) for modelling, ZBrush for sculpting, RizomUV for UV of course, Photoshop, Substance Designer and Painter for texturing part and Unreal Engine I used it to put all together and render. I was also glad to try SpeedTree in vegetation part, cool stuff.
The theme of the project was chosen at random and it sounds like "Aladdin", so this is a Middle Eastern Arabic theme in which I decided to add a little from fantasy and from the famous cartoon of course. Further in the topic, I will share with you piece by piece what has already been done, perhaps some plans and certainly various breakdowns. When the project is finished, I think I'll post most of the models and materials for free
as a kit. So I hope for some feedback about this or that.
3d model can be rotated here on my Sketchfab
Let's start with the first blocking I did. Whith this I wanted to represent a small town with a piece of street filled with poor houses on it, a temple and such a local mini-palace but inaccessible inside + natural landscapes around.
But it seems to me that this variant lacks interesting areas. So I tried to make a new, simpler, but more lively version. This one is a small village on ancient ruins. Here we have the remnants of past buildings, a drying oasis, different areas of the village: market, stone ledge, well, part of the village falling into an oasis, and farm part.
Some close looks from Unreal 4:
What do you think, which variant is better and why?