That's an awesome concept to work with and really digging your planning thus far. Blockout to me seems like it should be bigger, looking at the concept though it seems nearly accurate. When I look at the character scale the building seems small, but could just be me. Look forward to seeing more.
love it, could it be possible to seesome texture sheet :) ? I'm planning to do a scene this summer, might be useful to see your workflow, breakdown. I'm guessing you pretty much use a lots of tiling textures and you make the uv of the blockout meshes on top of it, right ? anyway, sub ! :D
Good blockout so far. I wanted to mention that this gun has been modeled a lot. Quite a few full size replicas have been built as well. One of those iconic sci fi weapons everyone loves. Not meant to discourage, it's just important to know that going forward
I feel like the poll would be stronger if it allowed 2 options especially considering how heavy zbrush is in character art pipelines. I normally spend probably 75% of time in zbrush sculpting and use maya (LT) for blockout/retop, hardsurface when needed, UV's and export for clients.
While i am working on getting my heightmap ready for UDK i thought id do a rough general blockout of a piece of the city. so i and others can get a feel for how it will go. Its a mix of already textured meshes and BSP brushes. Ignore the current terrain.
Finally found some time to block out the basic forms. I had planned on doing the original skin but after seeing all the unique skins people were doing I decided to do a little brainstorming for one of my own. Blockout: Gym Teacher Ziggs Reference Material:
It's great you're planning ahead, Maybe you should try to make blockout pieces first, pick out a camera angle or two that you'll want to show, and then go from there. Figuring out what you will need for your scene will be much easier that way and the whole thing will be less daunting.
BOOYA!..Update number1. Quick sketch to get proportions. Obviously more to do on this but I think most of the concepting is going to happen in the modelling stage. Tactical Blade Tonfa blockout and anim. The extra 45 degrees that the little blade does could make the weapon into a climbing hook type thing.
You will always have to beware of topology to some degree. At such a rough blockout stage, ZB has workflows that allows you to ignore topology concerns by remakeing topology and subdiv density when ever you require, and you will need to. ie dynamesh and zremesh when neccessary.
Welcome to Polycount! A blockout is a good way to start. Do a search for trains, I know there have been posts about them in the past. Synaesthesia comes to mind, but I'm sure there are others. https://polycount.com/discussion/169699/emd-sd40-2-florida-megascans-environment