I am creating this scene for my Advanced Modeling Class. The purpose of this project is to get a grasp on organic modeling and texturing. I am using 3dsmax, Zbrush, and Photoshop. Blockout: Current Progress: Reference: Zbrush Sculpt: Low Poly: Zbrush Sculpt: Low Poly: Zbrush Sculpt: Low Poly: Zbrush Sculpt: Low Poly:
Hello guys, I've started working on a cool revolver, the Webley-Fosbery Automatic. Here's what I've got on the blockout so far, from here I'll move onto the high poly: And here's some of the reference I'm using: https://imgur.com/a/zplx0 Hope you like. Feel free to critique or comment.
Hi guys. Just started working on my newest project, a model based on Ching Yeh concept art. I'm not sure what exactly to call this bad boy, but I think cyberpunk mech is quite accurate. Been working for about 2 days so far on this, just getting general blockout and shapes in.
update: as @griffitii told me - changed colors and camera angle, add more positions of camera, add some details in blockout, also add quick simple uv to all objects so ue4 could generate lightmaps(just for the better look) and i can say that i like this one!
No, I mean like taking low poly primitives and geo and booleaning your way to an initial low poly blockout for the retopology. Like looking at the posted object above, I can imagine booleaning a lower poly cylinder to get the general cuts I need to match the high poly mesh.
Mostly done with blockout for PA Helmet I am working on which is based on Stefco's concept. Please crit before I move on to sculpting: Keep in mind I kept the feathers straight as that will make it easy for me to sculpt both sides. When I am done with that I will bend them.
Prophecies: If you want to quickly preview you blockout in UDK, use automatic uwnrap tools. Go to your content browser, click on your static mesh, click on Mesh on the toolbar and then on Generate Unique UV's. It works pretty well for simple assets and sometimes I even use it on finished assets.
OK time for a update to the skeletons weapons created in Modo Zbrush and substance painter I'm having some issue with liht bleed through the back of my walls :P will either make the walls solid or use blockout walls block problem areas. New sword colours First pass on the shield
Did some further blockout of the character, decided to go with a mechanic style of clothing and give her some hi-tech equipment to go with the minimalist outfit such as the weapon, glove and shoulder piece. Sword looks a little small to me so will probably tweak it a bit before I start sculpting the details.
Great contribution to the ever growing sea of tutorials. I feel that your modelling phase of the rock blockout was inefficient, I sort of cringed watching that. I just felt like there was a whole lot of vert pushing and pulling that could be done on a much more macro scale. What do you think?