If you're serious about putting this in UDK, you should blockout the entire scene first. Get the scale of assets right before you start detailing/UVing them. To be fair, nitpicking any assets, specifically a non-focal one this early is just going to slow and confuse the process. And you're going to run into technical…
I would little the background to a 50% or something so we can see your model better. I would also work on your spec alittle more. The blockout looks good so far. I would break things down more into what is the materials. http://www.polycount.com/forum/showthread.php?t=94852&highlight=m4…
Hey guys! Sorry for the slow progress, but the work continues here. I made a rough blockout for the character clothes, I like the overall shapes, but I'm not sure about the side view something its bunging me , I'll probably doing a quick paint over on photoshop and start the highpoly during this week. What do you think? As…
wicked textures, sounds like a similar technique to the way one of the texture artists from uncharted 2 makes his stone textures. he made a couple vids for a tutorial of the process, dont mean to derail the thread but it kinda ties into what people were asking. here is his youtube channel with the tutorials…
Leviathan: Thanks, yeah youre probably right, its mostly a blockout for placement at the moment though. Pope Adam: Thanks man! Awesome pointers, I like the tactical map idea! I'm going to throw on some tarpaulin over the oil barrels, sorta hiding them. I made a quick ammo crate, getting some wierd shadows on the bake for…
the pc bathroom is a collaborative 3d modeling activity inspired by the pc stall thread. there is no end in sight with this activity, the aim is to have some fun and create something collaboratively using dropbox. together we'll model the bathroom of polycount. dropbox is a free and easy way to share and store your files…
Version 2 of the totem is in a better starting point but it's still very blobby. I would focus on getting nice clean shapes before sculpting details. In blender you can either add bevels, control loops or crease the edges. Another trick with cracks is to use the pinch brush to taper off the start and ends. As for the bust…
Many studios nowadays outsource the final props, and internal artists do the blockouts, level design, first pass and establish the artstyle. So my opinion is that you'd benefit more if you do a composition using ready assets and then add your own props in it, to show what you can do. The art lead will understand if you are…
Hello, Been playing a lot of Fire Emblem so I wanted to make a baddie that could fit in that universe, based loosely on Napoleonic cuirassiers. Had some downtime a few months ago so was able to get rather far with the concept sculpt. Heres a gif of the very early versions: I wanted to give him a mount so Ive been doing…
Hi everyone, so here is the latest environment I've been working on in my free time, Below you can find the first sketches I did to come up with the idea. More images here : https://www.artstation.com/manuelfuentes/blog I´m using UE4 for this one. Here is the initial blockout in 3dsmax For this cliffs I created the height…