Worked on the back half of the gun. The Top panels, underneath the scope and the center part of the gun above the magazine are placeholder so far: There wasn't much detail in the back half of the gun's concept so a lot of it is just stuff I improvise... I got a feeling I will have to do a lot of FFD work in the back half…
I've made a really simple blockout and started on polishing the face a little bit more to test out how to do hardsurface. And it is HARD! Way harder than organic stuff :worried: . Next up I will probably try to finish the first pass on the face and do a little more concepting to incorporate the mechanic ideas :) . I'm…
So in the past couple of days, I have made 3 or 4 blockouts of this sci fi scope. The concept art only shows side which has silhouetted that does not hold when done in 3d, so here I have made some artistic decisions. The mount for the scope is still in development. I am not to sure about the right side of the scopes body.…
Totally with the above posters- sill is an issue. With my latest work, I started with a sill by modelling the blockout and switching the lights of in Maya (& on the keypad- dunno what Max's version would be) to get insta-sill. I recommend checking your sillhouette from front, side and 45's before getting too far into…
I will do it in UDK for now. But once Skyrim is released I might try to bring it in to their new engine depending on what software support we'll get. Haha yeah, the text is just a placeholder while I wait for my wacom pen to magically appear! The Mage's will just have a clean symbol as a sign as well. On the flipside: I'm…
Get tons of reference and start with a simple blockout to get the proportions right. Then start modeling, one piece at a time...after you're done modeling, unwrap and then paint the textures...at least if you want to used a uniquely unwrapped texture (like a character, prop or vehicle). A mansion you would most likely…
Hello everyone I created an environment piece in Unreal Engine called “Merchant in The Valley”. I want to create a short breakdown for Polycount how I created the trim sheets and approached the modular assets and foliage. If you want to watch a video, I created a video breakdown for Stylized Station. Under the video, I…
Hi all, Started a new scene last week, looking for some feedback on it! Quick summary of theme: Based in Melbourne, Australia. A classic Italian-themed Gelataria with a contemporary twist is being renovated by a passionate young couple with Italian heritage. The couple are in the process of preparing the store for its…
I've moved this to this link: https://polycount.com/discussion/212914/link-breath-of-the-wild/p1?new=1 Realised this may not be the right place to post my progress! :D Thought I'd start posting my process on here for the Link fan art I'm making in my spare time. I never make male characters, so Link so far has been a big…
Hey Everyone! Decided to start my 1st diorama for portfolio. My goal is to focus on a more nature / organic environment and get to know the unreal engine better. Diorama is loosely based on a concept art I found. wip001 blockout A little unsure on how to approach the ground for diorama at the moment. Using terrain in…