Look at these artist's excellent examples: https://www.artstation.com/artwork/dKWDW https://www.artstation.com/artwork/B9wl4 Have you started the high poly? After you get this blockout down pat, start the High poly ASAP.
Hi good start! What does the overall environment look like? have you done a blockout of the spaces yet? The steps look a bit too squishy in my opinion, like squashed clay in some places.
Been a while guys! Alright, so I have a major forms blockout in Unreal. The next thing that I need to focus on is the throne itself! I've got a concept already, so it's time to dive into Max :D
Alrigth. I chose Zilian. I'm going to go for mid res 16k model, and I'm going to bring this guy into Unity and build a web player export. Here is a quick blockout before I begin sculpting:
Some small progress a bit of light tweak, less fog, some more contrast. But I take my time for the texturing. So there is only 1 new building complete and 1 color blockout for a 3rd one.
I wanted to understand more about scenes in general and not just lone assets so i did a blockout of this scene from spiral knights : Not everything here is the same as the concept to push my knowledge of texturing more.
Still chipping away at this, I am starting to feel happy with the proportions, still need to look at the legs a bit, but I am going to start refining my rough blockout shapes. And then it is on to detailing. All feedback is appreciated.
Little Update, been a while but nearly finished the the Remote Weapon Station, the sight is just from the blockout. Then just going to redo some elements with larger rounded edges but then just planning on cracking with the low res. Whisky
So if you are using it for reference/blockout, why don't you get the environment blocked out first? Get some basic light/mood going then fill with assets... Will you have some kind of center piece?
blockout looks pretty cool! Looks like you have your work cut out for you. Curious to see where this goes. Also really interested in seeing what you post in terms of style guides.