@Pep_mepla Looking good :+1: Do you have any dynamic/ interactive elements planned? Started with a blockout of the corridor in Unity, using baked lighting. Possibly trying some looping level? I'll use texture sets from Polyhaven as a base. Blockout with primitives Still primitives, applied some textures from Polyhaven Next…
Throwback to 2020 on the Sculptober challenge, I made with #zbrush this Scrooge McDuck Sculpture. I think it was like 3 or 4 hours of work recently. I 3d printed and painted you can get the file at Cults https://bit.ly/3Rhq2lU #3d #3dart #3 dartist #carto
Personal hard-surface modeling study of the NYC R160 subway train. Currently focusing on the exterior and undercarriage, modeled from real-world references. Interior and texturing are still in progress.
With edge padding., dependent upon use case I'll aim for the most minimal space possible between each shell border that won't generate errors especially for complex hard surface UV layouts albeit UDIMs as well. Which initially I've in mind for a specific prop or part/s thereof to be viewed at close distances e.g. FPV…
Additionally, curious if you've also browsed Unity's asset store or possibly community sourced packages? in order to kinda make things a bit 'easier' on yourself. Anyhow after a quick search pulled up these which could be useful for your isometric project: 3D Roadways - Asset store How To Build Roads Procedurally In Unity…
Went to go and see the Aardman exhibition at the Young V&A in London. It's near the Olympic Park area, it's a huge area so I would recommend hiring a lime bike if you want to have a look around.