Damn I'm really bad at updating...... well I might as well post these. Would love some feedback if anyone has the time plus the armor is super early blockout, right now I'm planning to change up the cape and make it more dynamic.
Last week was my first time going to GDC solo, so it was nice getting to meet some of you! I feel like Ana's biotic rifle is what completes her design, so I can't leave it out! Blockout so far:
I actually thought your 3D blockout had a better composition - with the (or at least, with what could be perceived as) sky being visible over on the left. Added some nice contrast and potential for depth. But I mean, as a concept it gets the point across just fine.
have some computer problem :( ... so i'm backing to work now :) i make the road not like in the old blockout . for now i don't really like those white lines .. more to come . i'm using tiling texture for this one crits plz
Hey guys, Wanted to share my first full environment piece for my portfolio. Still very much a work in progress but I'd like to get some feedback on it. It's still a little bit empty Since I didn't put in blockouts of all the smaller props or foliage. Looking for crits! Thanks!
I am using maya to model. So any tips on maya helps better. Specifically, I am having a real hard time struggling with creating smooth clean curved surface without lumpy / pinching areas. Was it the topologies? or some tools to fix this? Here is the concept and the 3D blockout. Thanks.
Hi Polycount! After playing Killzone Shadowfall (in my opinion a mediocre game with absolutely amazing designs) I started this environment but didn't get too far with it. Right now I have a very basic blockout and am currently trying to figure out the lighting, but having a bit of trouble with Unreal in this regard.
Hi guys. I'm working on this sci-fi environment based on awesome concept by Mark Yang. I'm trying to stick to the concept especially in terms of camera placement and overall shapes and volumes. It's just modeling project. I'm not going to do any texturing or even render. What do you think? study of perspective blockout
Hi there! Working on taking concept art and making it into a game ready 3D asset! Critiques always welcome and encouraged! Here is the sketchfab link so you can see the most updated model:https://skfb.ly/6xCOT Concept art: by Elodie Mondoloni (Original post: https://www.artstation.com/artwork/v690x) quick visual blockout:
I'm not sure how to model a big level for UE4. Every time I try to do a blockout in Maya for a big level skeleton, I loose the sense of scale so quickly, it looks ugly in the end. And proportions are completely off. Anybody have a good advice? I could really use it. I'm kind of stuck here with the project.