@Celosia Very cool, nice animation :astonished: @fadam Nice work! Should you decide to return to it, I think it would be cool to have some more material definition for the ornament/ frame. For this kind of ornamental shape, it could well be some kind of metal. I think when viewing the bottle from the back the ornamental…
I started with a blockout on the basemesh proportions, I don't really pay attention to the silhouette yet, as I use mostly primary shapes that will not give the right contour. I like to color the different elements. It helps me see which part of the character is disproportionate. I used the Transpose Master to move around…
Hi everyone, Today I released the Alpha version of a tool I’ve been developing called HardCuts. HardCuts focuses on fast hard-surface concept modeling using voxel booleans and parametric shapes. The idea behind the tool is to make workflows like these very fast: • blockout shapes • boolean cutters • base mesh creation •…
Hi everyone, I wanted to introduce myself and also share a project I’m currently working on. I’m Dan , a self-taught hard surface 3D artist, and over time I’ve mainly focused on modeling props for games. Most of my experience comes from the more traditional low poly / high poly / bake workflow, especially for smaller…
Hehe indeed ; and if it comes from a genuine place, then it sounds like "whatifs" from someone who hasn't worked on many models. To the OP : "A UV co-pilot overlays stretch/TD heatmaps, proposes seams you can accept/tweak," "wouldn't something like this be cool?" Well not really, since seams are placed (or at least planned…
Thanks everyone for the kind words and the great questions! Let’s dive in. Working in VR is truly like walking on a razor's edge. It’s a technical hell where every decision must be calculated ten steps ahead. Performance requirements (high resolution across two displays + high frame rates) leave no room for error, and you…
Hello, This is my first post to Polycount so sorry I have done anything wrong. I finished this project a little while ago and was looking for some critique to help push me to the next steps in my art journey. The inspiration was from Firewatch. The narrative of this scene is about a man and his dog returning to the same…
End-of-year update :) Small update to wrap up the year. Over the past weeks I’ve been pushing this scene out of early blockout and into a final graybox / art blockout stage. The overall layout and vertical flow are now largely locked, and I’ve started replacing primitives with my own modular meshes from Blender to properly…
Some more progress on the blockout/modeling stage. I do the UVing where I can as the blockout progresses into the modeling phase. I extracted the logo from an alpha using Zbrush-Photoshop. These will be later re-topologized and unwrapped. It will be hell (or not).
Started my new project designing a new age space shuttle and so far I have a blockout. I plan on doing modular pieces for the cargo bay and kinda designing the whole shuttle using other designs. Eventually, I would like to render this in UE5 with the shuttle over Earth. Here are my references: Simple blockout: