It is similar to scultping or painting. First get in the biggest shapes. Focus on the composition. And, if it were a game, the gameplay. Then you can refine that a bit by replacing the chunky block out models with higher resolution ones. But maybe not the final high detail models yet. Then you can do a similar thing for…
Thanks everyone for the kind words and the great questions! Let’s dive in. Working in VR is truly like walking on a razor's edge. It’s a technical hell where every decision must be calculated ten steps ahead. Performance requirements (high resolution across two displays + high frame rates) leave no room for error, and you…
I found a concept art for a katana sword by IWSE Zhang that I really like because it has more of a comic book stylized look. After gathering some references and making sure I understand the basic shape and form of the sword I started modeling. I am still not quite sure how detailed should I go with the high poly as I think…
My workflow for getting a blockout / low poly blockout from maya to UDK is to: - Import the whole blockout (remove trims if needed) into UDK. - Reimport one by one in chunks, modulating what needs to be in chunks, tracing it over the original shell blockout. - After that is done, delete the shell blockout, and now you have…
Been a hot little minute since I posted on here, but I'm back in the swing of 3D things for my final year of game art studies :smile: One of my resolutions for the year is to actually start maintaining personal projects alongside university work, which I arguably should have started doing sooner, though my confidence at…
Andreas: He's referring to ngons with sub-d, not on the low. Really as far as your process, as long as you're not doing your high from an optimized/and/or triangulated low, you're probably fine. I dont work exactly like you, I prefer to be more loose with my blockouts as I often change up details a lot on the high, and it…
After a bit of a hiatus and allowing myself to relax from graduation from university, I've decided to come back into the creation of an environment in the Unreal Engine. This blog post will be a journey from start to finish of the creation of a game environment, to not only teach new and aspiring environment artists about…
This is actually my first time taking part in a challenge like this, so I’m really excited (and a bit nervous) to share my progress. 😊 I’ve completed the blockout phase and decided to go a bit further by starting to sculpt some parts of the scene. I felt that certain elements, like the wooden platform and the stone base of…
#Blockout V1 Project update! I had a bit of free time and was able to blockout the Inn and find a nice camera angle similar to the one in the concept =) Below are the 3 cameras that I've locket at the moment, 2 and 3 are almost identical but they use different sensors, the middle one is a default 16:9 while the right is a…
more updates on the blockout for the game early blockouts for game modular assets in 3d applications, not alot of because primary focus is in engine this the quick blockout and some quick asset for the main menu the game is divided into 6 sections, images shown are quick blockouts of all 4 sections except the last 2…