Did not post here in a while, been busy with work and life. I 'completed' my Japanese themed room, I don't really like how it turned out but I learned a lot doing it. I started another environment and I'm progressing much faster on this one. I also created my first substance in substance designer. Here is some screenshot…
Thanks for the comments guys After getting distracted by starting my lowpoly time machine competiton entry, I decided to start on the textures.. I've only just begun, base textures and colours: I'm still playing around with the colours and larger details, although I have given the paint some wear (probably too much). I'm…
You could use the specialized vs generalist argument within level design itself. Depending on the games studios make there's all sorts of jobs you can call level designer. And then there's the generalist level designer that does everything from initial blockout to final scripting. We actually found it pretty hard to find…
Howdy mates ! Last days have been a bit slow in term of progress, had to get back into character sculpting after 3 months of doing nothing but env. I've been struggling to get something that felt right for the head. I still need to tweak someting here and there (especially around the zigomatic, stylized characters usually…
Thanks for your suggestions. I did a basic blockout for starting out but it was very hard to match the reference since it is vertical with an abnormal perspective. I can see how my version is a bit warped like that now. Shouldn't be too hard to re position things a bit. Of course that brings up the problem of ground…
There are more then one way to deal with these kind of shapes, you just have to figure out which one works best for you. Of course you can work on different parts and later connect them all to one single single mesh. If I was doing the frame, I would work on it as a single mesh, focus on the blockout/proportion/larger…
First updates to the blocking process! Blockout: - On these exteriors, I created a more concise city, added a fog to start imagining the effect of distance and atmosphere. In this angle, which is one of my favorites, Thiago gave me a tip to add an ocean to the distance, I removed some elements to make it cleaner and the…
Still working on this, despite the fact that everyone else's work is so much better than mine it causes physical pain :P At this point its sort of a hodgepodge of temporary blockout geometry and highpoly stuff, and I haven't even started on the head yet, but here's how it is thus far. Not nearly as far along as I'd like,…
Create a mood board! And is the whole game inside of this facility? Cause right now you only got two concepts/blockouts inside of your facility.. With the moodboard setup you should sit down with you concepts and draw some quick prop ideas and placements. So that you got a feel for what kinda place this is. The tiles…
Placing and moving around hundreds of tiles and objects and millions of polys in the viewport can be an exhaustive and unnecessary effort. It would be best to block out your scene to get a sense of scale and composition, using assets that are not as dense as your high poly models. I would then recommend creating an object,…