Update: Updated the trim, continued to model, texture and uv. Still working on the uv's and everything so there is still a bit of stretching in some places. I also got it into unreal and I have just started messing with lighting. Also the trim does not have a material on it at the moment so that's why it is so shiny. Any…
That's intersting, thank you for the clarification. I would like to use a pbr workflow, right now i have some experience with Substance designer but not much with substance painter. i like the idea of using as many trims as possible, as i said i'm more intersted in environment stuff like houses, walls, terrain ecc... I…
It really depends on a lot of factors. The hardware the game is running on? Mobile? Console? PC? The engine it's using and how well it handles optimization? Do you need to micro manage the Levels of Detail or does it handle it for you? The time it takes to create assets is also a huge factor. The overall design of the…
The Enterprise F is just over 9k tri's. A bit over budget from our initial estimates at launch a year ago, but this is a very special ship, that separate in to two ships, and a drops a third out of the rear (still in development) so we upped the tri counts for it. In this image you'll see the ship all as one unit, and one…
This sounds like a lot of fun. I've experimented with Art Deco in the past but never really went a hundred percent. After a quick reference trip, off the bat I love metallic motifs and trims as it reminds a whole lot of Gears of War architecture; brick and mortar surrounded by heavy metallic structure. Not sure if I'll be…
ROHITH06 I like your breakdown more than Polyshark's. at a glance, i can get a good sense of the modular parts of the scene. @PolyShark that breakdown looks like it took a long time to color and make that color key, but at a glance, i don't see any valuable information in the image, and im not sure what its purpose is. is…
This is my Shrine scene I have been working on since last September. I had I a lot of struggles getting it to this stage. The wood trim sheet was really tough for me to get where I wanted it to be. With feedback I went through several iterations. I think I landed on one that looks pretty good for what I'm going for. The…
Hey, everyone! I started to model this car, just because I love this car so much. I wanted to share my whole progress this time. Not much yet, got a bunch of references, blueprints and did some work on main body. Modeled the body and adding the trim details now. I want to have the interior dashboard and front seats as I…
Do you have a concept and references you're working from? It would help to see those. Have you thought about texturing approaches? My first thought is to leverage trim sheets, but that will require a bit of planning on the reuse of similar shapes. You could also avoid normal maps for most parts, instead leveraging bevels…
Small update being trimming down a very old prime model(2000), stands around 1700 polygons at the moment (it was well over 2.5k including trailer). Still alot of smoothing groups and caps to fix. We also plan on using rays version of prime, but this model also has to be cleaned up for the game engine. Rays model stands…