I went with the first design, as that was the one that, functionally, made the most sense to me. I really want to add some cool features, and I had a bunch of ideas jump out at me while making the blockouts. I'v incorporated a few and am carrying on, trying to figure out they come together as a whole. 1. Hollowed out stock…
Well those are just the standard curves stuff. In max, you can do all these lofts and blockout shapes with clean UVs all starting with simple curves and you just end up choosing whether it becomes a polygonal mesh or a nurb surface when you commit. So You can do lofts and things like that directly into polygonal meshes.…
Fab-Camp - I did actually create a couple of concepts before I started modelling things for UE4 :) After I gathered all references I made a couple of simple 3d sketches inside 3ds max: And eventually everything ended up me doing bsp blockout inside of UE4 to have a modular base to work on. All assets that were created so…
Lolz..yeah thankfully has morphed into a completely different beast since those days. I'd first picked it up in 2004 (2.4xx) when transitioning over too digital from a 'classically' trained traditional painter/sculptor (base-relief) background and has been my core 3D package. I'd say the initial attraction from the outset…
Hi Andrew, The reason why I avoid 2.5D like fire is because I don't feel that working in 2.5D offers me the same level of control that 3D does. Generally, I can achieve much better results if I can rotate my mesh in 3D and use all those cool brushes that Zbrush comes with. In any case, the second workflow I posted (the one…
Blockout Progression paintover Minor details Lightmapped scene Master material for flooring Final renders for semester one Detail lighting Textured renders Overall my outcome above fell short of my destroyed redesign aim and still looks too neat and tidy. Here and my main points for this semesters improvements. More detail…
You got the right idea. You can use your game engine or something like Marmoset Toolbag to start answering questions like that. The earlier the better, I think. One of the first things I do on a new project is get a Toolbag scene setup with roughly the lighting situation I plan on using, and then you can just start taking…
I got a problem with maya 2015 and ddo 1.8 too. I have made my mesh (there isn't a different if combinded or completely seperated mesh), then I assigned a lambert shader for the whole mesh. Then I used Nightshade Blockout to dye the UV map to receive the color id map.After that I save it at a 4k res (I also tried…
Hey Guys! I finally decided to stop lurking around and start my own little thread ;) This one will be a post apocalyptic theatre scene. I will go for a couple of still renderings first, maybe a even short camera ride. I might eventually put the scene into Unreal Engine 4. The architecture itself will be heavily influenced…
Hey everyone, Right now I'm in the last 4 months of Full Sail's Game Art program (Online) so now I'm starting to work on building my portfolio. For this months work, I'm doing an abandoned warehouse shot, so I figure I'd try and get some feedback from the awesome people here, because I really want to push this project as…