is this is intended for games? If so, I might ask around a bit about UDIMs. I thought that was something only used in film (or at least not games). To finish the assignment probably best to just do whatever teacher wants but if trying to get a job in games it's going to be good to know what workflows work and won't for…
Hey all who are reading, just thought I'd share some work for my first tasks this week. From yesterday (Monday) I have been working on Modelling the LAAT Gunship. I have used this image reference to help get the proportions right. This modelling & texture task is designed (by me) to get myself warmed up and back into the…
Hello all, This is my progression thread where I will be sharing the work of my final major project at University. I study Masters in Games Art & Design with a previous background in Architecture. This project is aimed to showcase a concise variety of technical skills based on a game concept I developed within the Star…
Bad news, and I assume your teachers will tell you the same: This still isn't 'lowpoly'. Anything you use a Subdivision modifier on is a subdivision mesh. I'd block it out in a very simplistic way, and then bevel (with a modifier, preferably) any edges that need it. You can use your highpoly mesh as reference, but a…
Another update... Very closed to finishing all exterior modelling. I will not be modelling interior ar this stage. But If I have time at the end, I will do so... Anyways... Low Poly model is 34k tris High Poly model (2 sub divs. Will most likely do 3 or 4 when I export for baking) is 280k tris. Hopefully this is good…
Thanks again for everyones help[ thus far. I looked into Floater island baking and I gave it ago with mixed results. I'd like some critique on my texturing so far. I am putting this down now for a bit to get on with other parts of the project. But I'd like to be able to come back to this at a later date with a clear idea…
hey, really cool project, awesome to see the learning process just adding on to what michael has said, a few tips to make modeling go a little easier: you only need edges to define the silhouette. It can help to use flat shading in the viewport so that the only thing you can see is the silhouette. Orbit around the model…