Someone on your team should make a blockout map. That way all the scale issues are worked out and all you need to do is re-import/replace the blockout static meshes. Just keep the pivots in the same location and you should be all set. Congrats on finding a team to work with btw, looks like you guys are past the planning…
Good start. I can't help but notice some differences between your blockout and the concept tho. It think the room is a little to wide at the moment. And in the concept the area above the arch (with the 2 fans) doesn't go in the way it does in your block out. Also the beams near the ceiling aren't exactly like in the…
Ok the blockout map works perfectly with the default scanline renderer, but when you use the AO or Cavity tools it forces you to use the mental ray and doesnt revert back to default scanline. Maybe you can either make it revert back to scanline after those AO/cavity, or enforce scanline when you press blockout. Thanks…
a multitude of reasons are possible here - strict clauses in contracts on client side forbidding it - cooperations on even higher up level than client side forbidding it - marketing might want a word in each and every bit of official info out there, complicating it all - outsourcers not negotiating in favor of "their"…
(7/21/22) Hello Polycount! I have started working on a new environment project and am in the early pre-production/testing and planning phase of development. My idea is to create a Queen Anne Victorian house but with a more simplified American style in a Mojave desert setting. This comes from inspiration that I took from my…
PART 2 - BLOCKOUT + BODY SCULPTING This will be first time I am going for a realistic 3d character style, so there might be a few mistakes, but hopefully I can do a good job! In general, I am planning to have a poly limit of around 100k and maybe an aditional 20-50k for the hair (I did some research and this seems like an…
Another update on the blockout. Started blocking the walls, testing texel density and got rid of the tubes section as currently didn't like the direction it was taking. Tomorrow will be focus on the columns and the door walls section with the pipes as currently its preety flat right now. The week focus will be to finish…
@bkost Thanks! Definitely think you're right on the face cybernetics as I was updating the outfit blockout I was thinking how they aren't as visible as I would like. I'll need to figure out the best way to approach that! I think I'm going to have to find ways to get some of the fun curly designs into the cybernetics.…
Good idea to break down your workflow steps like that. So this is basically your "blockout" stage, right? I would suggest making each main element of the chainsaw a different object, rather than modelling it all from a single mesh as you've done here. That means you can use each piece of the blockout as a starting point…
When i first started out i used to put a reference image of the prop that i wanted to model, load it into Maya and trace the overall shape on top of it. Nowadays i don't do this anymore, i simply use PureRef to store all my reference images, i place it on the side of the screen and i model while looking at the image, it is…