Nice work Burtpoly - I like the minimalistic look! Good start on the Castlevania scene too Refraction. My WIP/blockout to get a feeling for the program and what I want to do with the scene:
I present to you... Infinite Rolling Elephants. Totally doesn't look like a tumble/trip to recover, but here's a neat blockout of my mind set I suppose. More to come at 11!
Thanks! Blockout, composition, and lighting starts tonight. Going to have to be a night/weekend project as we are pumping hard at work right now. Kids to bed at 9 pm, and then off to work on the throne.
Yeah, but this is blockout -> high -> low, which is still very different from low -> high, which is just a huge mess as you're trying to build a usable high from an optimized lowpoly model.
Done a harsh blockout in UDK and some of the the panels and a design for the grating, in my boredom I also made a quick "proof of concept" of the vertex painting for the grating: I've also started on a lightsource for the scene
That's not how the ceiling tubes are made. The bumps are less obtuse and should probably just be normal map details. The light fixtures are not the same. The tires are missing those reectangular indents. The blockout is coming along.
Real quick update and blockout of suit on my spare lunch break... Again crits appreciated - will retop the kevlar pieces and add the trim in max i think :) EDIT: IGNORE HANDS :D
Been a while since I updated this sucker. I'm planning on adding some accordion joints to most of those exposed skin areas, along with some other details. This is obviously just a blockout.
fibermesh can be exported, although whatever you have in the viewport is a temporary blockout, and when u render it smooths it out. Although the mesh exported can be as good if you get enough subdivisions on it.
we are working on a ward havent posted an update yet since its basically not much stuff you could show - rough blockout thats getting rigged and animated atm - concept is up there