Hey guys, just started on here and wanted to take part in a challenge to improve my severely lacking skills as I am enjoying the work, just was looking to get a bit of a critique on what I could do with the blockout stage and anything I could improve on, including use of camera angles and such to create a much better…
Check out the work from CGMA student, Pedro C. Prieto, who was just recently published on 80.LV. He shows us how he worked on this amazing UE4-environment inspired by Helder Pinto‘s Arbor Vitae in Clinton Crumpler's UE4 Modular Environments course. Intro Hello, my name is Pedro C. Prieto and I am an extremely passionate…
Took a break for the past couple weeks to do a 1911. Now I'm back at this. Small update: Basic external blockout. One I do the internal blockout, all of the external mesh will be replaced with panels that will be baked into the normal map. This is just to get the main forms of both the exterior and interior down before I…
More blockouts A little bit more work later, I have a pretty much finished blockout. Looking about 60-70 assets in the scene, so plenty work to keep me busy here. Production shall be starting in earnest next week so long as I've not missed anything in my pre-production.
Didn't have that much time at the moment, but the blockout is slowly coming together. I'm working from the "orthographic" views for the decal placement of the model kit: I try to blockout the parts separately so I can later refine every part using the model kit itself as reference and fill the holes. The progress so far:
Update for the weekend. Replaced most of the blockout for more detailed and modular geometry. Temp uv's are on the new game meshes and stuff still to replace is solid colored. Once I finish replacing what's left of the blockout I'll model/add some props then move on to texturing and any high poly geometry I need to make.
Hello! I'm working recently on the SWAT Vehicle. It's not 100% Lenco BearCat. Photos of this truck were used to get the blockout done and to give me some reference/inspiration on how to make the "bigger details" like lights, grill, windows etc. Sooo here are the screenshots Front bumber is still a blockout and the rear…
I don't do much in terms of stylized art but I do watch what some of the rest of you are doing on here. Any feedback a long the way is appreciated. This was my original blockout which I may follow somewhat. I did this a little bit ago: And a tileable roof texture: And kinda what it might look like on a roof type surface…
Thanks Zac! I've made some adjustments to the blockout, think I'm ready to model something. Feel like starting with the telescope! couple notes for myself: make column spiral wider, raise height of table a bit, extend bottom or stairs/railing I did the fog in PS for now for some pre-viz of what I'd like to aim for in UDK…
Everyone's blockouts are looking nice. @Zockey - I'm really looking forward to your final result after the Buddhist temple you did. Very well done! Here's my blockout and if anyone's interested I put up a quick tutorial on taking high res screenshots in UE4. I can only hope it's helpful to someone…