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…
Hi everyone, I wanted to introduce myself and also share a project I’m currently working on. I’m Dan , a self-taught hard surface 3D artist, and over time I’ve mainly focused on modeling props for games. Most of my experience comes from the more traditional low poly / high poly / bake workflow, especially for smaller…
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…
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…
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…
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…
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…
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…