Great progress guys! It's nice to see others sticking more to the reference! I felt asymmetry could have definitely helped making the result more interesting, but I got lazy. I have so many questions about your work :) @PaulJChris How do you manage many objects in a scene? I feel overwhelmed when using blender and decided…
@Esselle with "use appropriate shader for artstyle" I just meant, thinking about the presentation, how it's rendered and lit. Depending on the shader used, different texture maps are required. On sketchfab for example, one has the choice between specular and metalness workflow. With either workflow the emissive slot could…
Hey everyone! Welcome one and all to the 80th Bi-Monthly Environment Art Challenge for the months of September and October! This challenge is a way for real-time 3D artists to test their skills and create a piece of work based on concepts provided. It's open to those of all skill levels and we do our best to provide…
Hi @Fabi_G , thank you for the feedback! To be honest, I'm still not sure about my general approach. I usually go highpoly-lowpoly by default because I'm not used to other workflows but maybe it would be a nice time to try something else. Do you have examples of low poly style assets?
@SORENU Asked out of general curiosity :) Creating a highpoly model to bake from seems quite common today. Albion Online and the Torchlight games are examples of games that make good use of lowpoly/hard edges look combined with hand painted textures imo. There is also the method of painting everything in the diffuse…
Hi @orangesky, didn't use boolean operations when creating the assets. Other than the sarcophagus (sculpted, subd modeling), It's mostly box modeled lowpoly meshes modified to have rounded/beveled edges (bevel modifiers + faceweighted normals in Blender). This shading was then baked down to the lowpoly. The benefit of this…
Hi @orangesky, didn't use boolean operations when creating the assets. Other than the sarcophagus (sculpted, subd modeling), It's mostly box modeled lowpoly meshes modified to have rounded/beveled edges (bevel modifiers + faceweighted normals in Blender). This shading was then baked down to the lowpoly. The benefit of this…