To Model the hall block-out I used a bunch of modifiers arraying, bending and symmetrizing (if that's a word?) a small column and cladding section. This has kept the design flexible and easy to reconfigure until i finalize the shape, and start breaking it up into modular pieces.
Hello everyone! Here are some first assets/turntables and render tests. Still WIP, we are currently working on a modular kit to set up the slum houses and additional assets to populate the scenes more. https://youtu.be/lK3YyLcJWu0 https://youtu.be/O7uueNkSl6Q
Trying something else, inspired from the big cargo ships, this one is called Ice Hunter, it's job it's to hunt ice asteroids from planet rings as in Saturn. Tried to make it modular and realistic. Small hooks hunt ice individually for maximal efficiency.
Ah, need to keep it modular so no single mesh unfortunately. Figured it out though, I needed to make the hierarchy a little different and place the feet, hands etc inside the null all at the same level in the tree. Working quite well now:
This would be true if I had this already modeled out but I don't. Plus there is no problem with reusing modular pieces in different ways it is widely used in the gaming industry. Why waste time and money remodeling something that is already there. It's not being lazy it is being smart.
Great work! As someone already pointed out you should flesh out your scenes a little bit more. I'm talking specially about the modular building and staircase ones, which don't really match the level of detail of the other pieces.
Hey all, just finished up an art deco lobby I've been working on, this was more an exercise in learning pbr texturing, basic modular modeling and substance designer as I am very new to the process. Anyway any kind of feedback and criticism welcome https://www.artstation.com/artwork/GX9gnN
Hey everyone! Decided to work on this personal project of mine throughout this Christmas break. I'll be documenting the process of creation in here as well as in my blog. Here are few modular kit pieces pics as well as the first blackout in Unreal (obviously everything has yet to get a pass in Brush: Enjoy!
If there's one thing game artists love, it's a medieval street scene.. I might do a modular sci-fi corridor next ;) Anyway, this is just at the blocking out stage right now. Want to fill it with lots of juicy details by the end. If anyone has any crit feel free to chime in!
Hey guys. I'm working on some Modular Sci-fi Hallway stuff and I had a question about hard edges. If I want to add support loops or make a hard edge slightly softer how many edge loops do you guys think is a good number?