Remnant is a school project i was a part of over the summer. It was not finished (at least not before i graduated) so i thought i would take what i made put it in a little scene, and polish it up to a professorial level for my portfolio.
here is my current blockout
I for the walls i decided to practice some sculpting, so I have started a sculpted brick in mudbox.
I know its not much right now, so i dont really expect any feedback. Just wanted a place to motivate me to progress on this, and to eventually get some critiques.
Replies
The Brick and Pillar can use a bit of a noise if Mudbox has it.
Over all, nice work!
and im assuming by noise you mean small texture detail? which i will definitely do that.
thanks again.
But I think your right, I think i would really benefit by adding some sharpness.
worked on sculpting in some wrinkles to the robe... toga.. pillar thing
something doesn't look right, any help would be appreciated. also did a little damage sculpt, any crits on that would be cool.
this is my current WIP of the wrinkles (ive only started the back so far)
also started on a balcony
i was advised by my friend that the support elements where unbalanced so i enlarged the counter curves to compensate.
new on the left, old on the right
If you want depth just use a normal map on it.
Ive been working on the balcony. so here are the updates
This way you're gonna need to have unique textures for everything, it's a lot more work =/
It's looking pretty sweet though
Hey thanks for the reply Chrisradsby, i am planing on putting this in udk. I am using this project to mainly practice sculpting. That is why I am mostly doing that.
Your blockout is very WIP, very empty, and with no backdrop for the moment ; you should show us your inspiration and reference. If you tell us where you want to go, it will be easier for us to help you get there.
I think sculpting your damaged brick wall instead of going with vertex painting is a bad idea just because its not the way it's done professionally. If you show this to employers they will ask you why you did it that way, and you might find yourself in a tight spot...
If you're not familiar with vertex blending in UDK, here is a tutorial on basics. You can also check out Ryan Smith's advanced mesh painting technique tutorial or check this thread where he explains some of it.
My block out is empty with no backdrop because i don't plan on doing an entire environment, but instead do a diorama.
I do know about vertex blending in UDK, but i decided to do it this way instead. Kevin Johnstone seems to do it this way for his gears of war pieces, so I thought there was precedent for it.
I was thinking about doing the vertex blending, but to achieve a nice look i would have to sculpt some textures anyway, so I thought in the long run this way would save me some time.
I dont say any of this to blow you off, just trying to explain where im coming from. I do value your input, and if you still feel like my decision to do it this way was wrong then ill reconsider.
I don't know how Kevin Johnstone works specifically, but I doubt he sculpts individual walls if they are damaged, that would be very time-inefficient. If this is supposed to be a portfolio piece I would go for vertex paint, because that's what is done in the vast majority of studios. I think you should just PM Kevin and ask him to come over here to help, he seems to be a nice guy, always eager to help, with great advice to give.
As for the diorama thing, I think it's unfortunate not to put your piece in a setting. It would really help sell it, even if it's just mountains or a desert or whatever.
Anyways,your call. You should definitely ask Kevin to take a look though, that would be of really great help !