Hey guys, Blizzard is looking for a motivated Environment Artist for Heroes of the Storm. I know there is a lot of talented people here on polycount so feel free to apply :) . If you like blizzard artstyle and have some nextgen background, gogo! http://us.blizzard.com/en-us/company/careers/posting.html?id=14000IM
okay worked out pretty well I went for a simple material with no gloss / spec needed (kaplas pieces, it's like jenga) idk if this workflow is common over here but it's a pretty cool discovery to me here is the ingame result i'll give a go to a lego material too
After a few suggestions I tried to make it more cohesive instead of some parts looking cartoony anatomical vs lego piece I decided to go more cartoony. Smoothed things out made the tail longer, body shorter and moved the legs up a bit.
Holy shit, its amazing! How did you divide the assets? Do you have like a lot of building blocks all set up and just put this together as legos? Im really looking forward for more updates! :D Keep up the amazing work!
I love her facial expressions! It reminds me of the shit-eating smile of Tank Girl right before she kicks someone's butt! She's got a wildness to her that reminds me of a female version of Lobo! I would definitely follow that girl in an apocalypse. :D
Nice level model! I want to build some lego cars now. :D I'm really interested how your render of the pod base concept will turn out. I like the green and metallic colors very much. The lighting is very important in that particular design.
You could pick up Unreal Engine and an inexpensive pack like this to do all your scene blockouts. It's all modular and will snap together like Lego, very minimal technical skill required https://www.unrealengine.com/marketplace/en-US/slug/blocking-starter-pack
i am a big fan of this :) think you have done a really good job showing off your skills and ideas. Keep going like this in the future and you are a great inspiration to me to make my own hand painted scene :D good luck gogo!
Cheers guys! Will try to incorporate more color into the scene, although I'm going to keep the wall textures quite neutral in terms of color and put the more interesting colors in the more bespoke set pieces. Pogo: Agreed about the pipes, will put more polys in those : D
Your forte seems to be in mechanical/architectural. E-Mail me with your rates for creating spaceship interiors for a video game. They will need normal mapping, texturing, and be able to piece together in a "lego" fashion. I'll give you more details if you can rough out a price.