Hello Polycount! I am working on a mech based on a concept by Paul Malla, with some added guns. So far, I've done a basic blockout of the body and have refined the legs a bit. I would love feedback anyone has to offer on this! First pic is the reference, second is the progress on the leg, and the third is the mech blockout…
Hi Guys, I am looking for some feedback on the environment I am currently making for a game I am working on. We are a 2 man team, I do all the modelling and artwork for the game and my partner does all the other fancy stuff and programming. After writing our design document for the game we have picked our engine of choice…
sorry if this was asked before. I see quite often so called blockouts made in UnrealEd. Their purpose is understandable, however I can't really figure out what to do next? Is there some way to export these blockouts to 3d modeling program or what?
Hello! Few weeks ago I decided to make my first UT4 map. Right now I finished blockout and playtested it in multiplayer with friends and with bots. Initial sketch: Blockout: Here some screenshots of level meshing (very early WIP), btw accent color (purple) is just placeholder.
Hi guys, I'm working on a fan art for Alice Liddell from Alice Maddness Returns because I've been feeling nostalgic XP I would appreciate greatly on your feedbacks and comments <3 Original Character: Here's a blockout for her body: Andddd.... A blockout of (most) things in place:
Day 2 Continued Blockout + Started Breaking Up Blobby Shapes -Added blockout geo for flax fittings -Changed hole shapes and altered edgeflow to better match the knifes mid-section 1. Unsmoothed Geo + Wireframe 2. Smoothed Geo + Wireframe
Here's blockout shots in engine. Blockout finished, moving on to breaking it up into modular chunks. The arc hemisphere was quite complicated to assemble, but I ended up with clean snapping modules. I assembled this arch in modo using some vertex snapping and angle rotations and exported them as instances in fbx file.
Maybe Nightshade Color splitter: http://polycount.com/discussion/131731/nightshade-blockout-v1-0-tool-for-creating-blockout-selection-maps-in-maya Or this one: http://eat3d.com/forum/tips-tricks-and-free-videos/rgbcmyw-splitter-photoshop-actions Not sure about reliability..they might introduce some errors.
BLOCKOUT This is the blockout I started with. I had a few ideas of what I wanted like an uniform, a coat over the shoulder similar to One Piece's characters, and a overall idea of the face. It looks really simple but at least gives me an idea of the main pieces of the character. Then I proceeded with some refinement.
Hello everyone. I'm started a new personal project. I wanted to create a custom weapon, and my choise fell on submachine gun "LWRC SMG 45". While work on the upper receiver is almost finished. Everything else is in the blockout stage. I use live boolean + dynamesh workflow in zbrush. Blockout in Modo. Ref board: