Hey! I will be posting WIP of my Level 5 Interior Hero Assets brief here. :) Here is my progress now: PureRef: My idea is to create a underground cave scene with anicent stautes. I will be making rocks textures in Substance Designer and scuplt in Zbrush. Blockout: I did quick block out in Maya to test out the compositin of…
Used a collage (including CG recreations and noticed those weren't accurate) and another artist's topological representation, realized the mistake only right before I made the thread. Only reference I'm using now is the 2 I have posted as I work on these adjustments. I was more focused on sub topology throughout the…
The job is about creating blockout 3D props, no high poly, nor texturing will be required in most of them(50$ to 150$ payed per asset completed ) skilled 3D artist required with hard surface experience .
Continue blockout phase. Finally understood how to model shapes for roof details. Will refine them later, when I will be happy with my blockout (current goal is to make blockout for almost all future assets). Added some basic materials to the objects to get a better vision of future environment. However, right now they are…
I began by gather a ton of reference for the level. I also took a close look at the shaders used to texture the scene. This wall seems to blend 5 different materials. That is likely to be done completely through the shader. I will have to experiment with how to achieve this. I have an idea regarding vertex blending and…
Hi guys,I didn't touch anything 3d related from 8 months I think :poly122: so in order to avoid getting too rusty & forget everything,I decided to get back on it :poly124: I am helping the team who is working at Warcry: Extermination, the Lead asked me to do a "BFG",so I said "sure,show me the concept!" & then "there is no…
A few easy steps for today's ingame art. Follow that and it'll all work. - First, pick your target. Browse your game library and find something that you feel has great on-screen impact. It could be anything : A first person weapon in UT3; a car in Gran Turismo ; a fighter in SF4 ; the ball in Katamary. - Study the subject,…
Hi there! New update, ending of week 2. I worked more on my blockout. I pretty much placed everything I wanted to place. I think the FOV is pretty close to the one in the concept. The FOV is 99 degrees so there are some stretching of the actual size on the sides of the screenshot. I didn't place the boats, but it won't be…
Take a step back and think what you want to do Most good leveldesigners come from mapping for games. You can do multiplayer maps for CSGO or UT4, top down concepts, quick sketchup blockouts with your thoughts about your design, singleplayer blockouts with focus on leading the player and analyze other maps and write down…
I'm making this to look back on my learning and thought process throughout this project. I have a uni assignment where we have to make an interior environment with a hero asset as the clear focus. I've chosen to do the violin atelier in Whisper of the Heart following the concept that Seiji and Shizuku have grown up and Mr…