That is what I tried with this attempt: I tried a box modeling attempt, but I am still not all that satisfied with how it came out. It's difficult trying to get the silhouette.
It can be done in either, I like to make my trim all the way through as an entire material. Essentially the trim can be treated as a hero prop in terms of workflow. Highpoly baked to lowpoly with all texturing done in substance painter. You don't have to do this however and you can just use the bake information from the…
I'd suggest when you're doing your color maps not to use colored lights or post. Focus on the colors and tones / values. You'll have no idea how it will be lit in a game environment and adjusting your color maps to a particular light setup will make the textures look wrong in other lighting conditions. Couple of crits: -…
You actually are wide open for colors. I can see it being a white marble type building or red brick with white trim. This would be great with a set of skins for a game. If the building base was red brick you could easily reskin it in editor as blue brix, etc... Same with trim. I think you should add window trim to the…
You could try and break it down into its constituent parts. Metal, plastic, dirt, glass, etc. try and plan for what type of tiling textures you will need. Ask yourself: Does the object have unique parts to it and could they be deferred components like a screw or a wall socket... etc. Using a combination of a trim sheet…
After doing an asset count I quickly figured that doing everything as a unique piece would take far too long. So here's the start of a trim texture. Gonna beat it up in zBrush a bit. I have a material set up in UDK that lets me use masks and a second UV channel to combine up to 4 tiling detail textures and colors on with…
Paid: Gianpetro Fabre for texturing. Simon Fuchs for advanced modeling and hard surface in maya and max/ zbrush as well as texturing in painter CGShrimp hard surface modeling in blender Artstation Learning: Joe Seabuhrs realistic hero prop lesson Free content to check out: Polycount wiki and the How the F Do I Model This…
This is similar to how I did it too. Except I extracted, then use zbrush's zsphere retopology method. Once happy with the result I go'zed to Max, neated the topology a lil; and set a different material ID to the inner section - this is how you create polygroups. I then extruded the trim and reinforced the edges with some…
Not a bad start, but you've gone too wide, I don't see the inner step on the drawing for the inner pool, it'll be stronger being more like the drawing. (Shows you can stick to direction/concept). Hard to tell from the drawing, but if the trim on the wall matched the trim on the ball shapes, it'll look better. (Looks bad…
@Marshkin thanks for the reference pal! i find it really hard to use proper reference, i decided to follow mainly this reference because it was the same kind of coat and material, i tried applying the same style of form plus aditional gravity or kinectic energy to certain places. pandas advice advice on working a lower…