now that you learned how to better model, texture and import to engine, you might start to model and texture one of these modular pillars you got colored yellow in your concept-breakdown. try to get this piece close to the concept. right now your scene still looks like a textured blockout. (leaving the floor aside which…
Tried Mark Dygert's method and it worked out relatively well, will also try McGreeds method however just to get an idea of how the two are different and hopefully better my 3d knowledge. One more question, im also making a modular corridor, and was wondering if there was a way to reposition the pivot point onto certain…
Just finished modelling the discs on the wall - will highpoly later and bake down, then use nDo2 to add the further detail and ZBrush to maybe sculpt in some scratches etc. Thing is that the amount of triangles in the wall is pretty overkill, it's at around 7K per wall, and there's a total of 18 of these in the scene - I'd…
Yeah i definitely want it! I often have this kind of situation appear, where I have a neighboring face on a different smooth group, because of how I set up my modular normals. Maybe both commands could be present in the script? I'm surprised it's not doing the same thing for Rasmus, Zoffty tells me he has the same as me on…
Hey all, Just some quick updates: I made a modular set of roof panels/pieces to replace what I blocked out - the intent was to add detail that was non-distracting and add depth to the scene. I also did another pass on the floor panels to clean up and simplify them. Next, I will be tackling the door on the left and then the…
Here's some scaling errors: - The hole in the middle piece is too big, in the concept art, all the pieces around are curved inside, not chamfered cubes - There's too much space between the main door (talking about the corner) - The "TV" is too wide, make it higher, not larger - Reduce the space between the modular pillar…
Science Fiction building for a university project. Based on concept art by Tobias Frank for Ubisoft's Anno 2070: https://www.artstation.com/artwork/b3eo The building is made of 4 modular assets, which can be combined in different ways to form different buildings. Modeled in Maya, textured entirely procedurally in Substance…
I just got kinda lazy, so I let ZBrush handle the fur retopology ;P Result ? All furs combined make up for about 5k polys <_<" Yes, it's at around 11k Tris now, ROFL !! Polys Breakdown --- >> Whole body plus clothing 6k + 5k Furs + accessories = 11k ?_? Thinking back, I should have made the furs modular for texture...…
Before i get back to the simpler asset creation of real world objects I'm delving into the more hard surface abstract style for the first act art: This was the first attempt and a thankyou message to our facebook fans for reaching 700 likes ( http://www.facebook.com/chillsters ) Tomorrow I will be creating a kit bash set…
It's fine for outdoor maps and buildings, but for anything either made out of modular pieces (which doesn't apply to Q1) or anything highly structured like a spacecraft interior not having 2D viewports is infuriating. Currently working with the Cryengine, which seems to have non-functional 2D viewports which are only…