Heya,
finally got my lazy ass up and got me a fine Stage to re-envision
I chose the Quixotic Temple Stage of Art of Fighting 3, another classic 2D arcade fighter by SNK
[LAST UPDATE]
I wanted to give it a SCI-FI edge but still look ancient and basically deserted so my vision kind of looks like a mix of this crappy overpaint and these reference images
this is how far I am with my blockout / basemesh 1st pass.
the roof thingy and those towers in the corners are just a crap block pass so far so don't mind them
once I get the blockout done I'll look into destroying some of the pillars and aqueducts to give it that rugged and ancient look it deserves. after that zbrush time
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usually I just tend to set up shared smoothing groups and subdivde sh*t out of it to get the curves (with smoothing groups as a limiter/constraint ticked in the turbosmooth modifier)
if you want to, I can post a before after pic
That'd be awesome! I'm more of a Maya user currently, but maybe I can find some similar technique or translation of the method.
that's my usual subd workflow, I don't think there is anything like smoothing groups in Maya (at least not last time I had to work with it) basically what it does is it averages the models vertex normals for faces which have been assigned to the same smoothing group, makes car and hard surface modelling quite convenient
yep, it does retain border edges between faces with different smoothing group ids. guess soft/hard Edge would work indeed.
as for the roof - it wasn't so far (the ref shots are purely inspirational, didn't do them), so far it had been really dirty blockout modelling, but today I worked a bit on the roof.
this is what I have so far
Good work, I am looking forward to more updates.