New blockout now with more goodness. I think the new composition is much stronger. Also did a paintover of a possible lighting solution. First Prop blockout. Just a little radio from the era that will be lying around, will be dirty and a bit busted up.
I've tasked myself with trying to recreate one of Ruxing Gao's brilliant environment concepts, 'Rosy Land and the Golden City' https://www.artstation.com/artwork/A84nW It's my first time recreating something from concept so any tips and critiques I'd greatly appreciate. As of now I've completed the blockout and rough…
Hello guys! I am starting a new project, and after a few days of thinking and researching I have begun the making of a project I'll call "Virus Curfew" for the time being. I plan to finish by New Year's Eve and add this piece to my portfolio. I am going to build this scene inside of UE4, and if i find the time i might make…
I'm still working on the blockout Starting to get a better idea of what I want this guy to look like. Everything is still in really early stage of blockout but I'm having a ton of fun so far with the character
"I need a camera To my eye To my eye, reminding Which lies have I been hiding Which echoes belong" hey all, I'm making a camera. I just finished up the blockout and will start making the high poly soon. Blockout: Reference:
Going to be tackling this environment piece as a first environment. Here is the blockout in max, I tried to match the perspective of it but didn't do a very good job, and some sizes are off, so I might revisit the blockout after I have modelled some props.
My first attempt in a Monthly Noob Challenge ! Here is my 3D blockout : A question has popped in my head while doing the blockout : is it better to use some BSP in UDK to create the floor and walls, or since it is only for visual it doesn't really matter ?
An anatomy study that turned into Mari's plugsuit from Evangelion. Had to use pretty high subdivision because this is regular torso topology. It's too detailed for a blockout, but too messy for a proper high poly. Will blockout with DynaMesh next time.
Solid start, it's always a good workflow to blockout first. If i were you I would take this blockout into the UDK and present a similair render with realtime lighting and ambient occlusion, which the UDK offers. Looking forward to more.
Been working on a blockout of my environment in Unreal 4. It's taken longer than I thought, but because I was working to an exact scale.. it should be worth it. Precise measurements were used from sources released by Hannibal's directer Brian Fuller. Design Documents: Blockout: