One more update for today, working on blocking out the chapel and figuring out how I can get it as modular as possible. Took what I had and made a quick paintover to try out the color scheme and feel I were aiming at for the chapel.
@Beard3D Bandit - Yes i know about tiling textures and Modularity for the environment.For now i don't have anything that can be posted.Just working on the school assignments.Yes i thinking the same too(high poly hard surface). Thank you for your input.
Hey, everyone. Here are a few things I did for Dungeon Defenders 2's most recent map release, Spooky Forest. In the game screenshots, I made the modular walls, coffins, bones, graves, mausoleums, and temple. Thanks for checking them out!
I agree with much of what heyeye suggested. Just to add something small: I'd really love to see a little more process on your Star Citizen Lobby. Texture sheets, or a shot with all of your modular pieces separated from each other.
yeah interesting idea, I agree with vig, more modular design might help. I was also wondering how this would work in the game, what size would a player character be? would they be able to navigate without getting stuck in doors or on sharp corners?
For the best control, and thus the best quality, I do the sculpting in zbrush. For speed, modularity, or very fine, non-form-effecting wrinkles, I'll use some procedural noise in SP. Still something I am experimenting with a lot though, not a senior artist.
Replacing block-out proxies with actual finished geo. Got a few modular pieces done. Don't have chains in yet because they take a while to place and I'm literally going to unwrap 1 link and copy it out when I'm dressing the scene.
kinda a per model thing, per situation thing, really just find the workflow that works for you and gets you results suitable for a portfolio. you should know how to work both ways, and even be able to work with modular texture and trim sheets
yukonwanderer, Im not a pro by any means, but this is looking nice. I would use this scene as a nice foundation for more modular asset creation like rocks wood planks and other stuff, don't be afraid to start bringing different stuff in zBrush and sculpt from there
Did another round of updates. I started splitting up the cottage into modular pieces. Have a few more pieces to make, but this way I don't have exact copies of the same house everywhere. New trees, went with a much lower poly style.