I tend to use plain old fashioned graph paper and a bit of maya for simple blockouts to see if they work as well on paper as they do in 3d space. It's a lot of back and fourth sometiems but i've yet to find a better method for quickly getting a layout
I'm in the process of remaking whole blockout meshes to proper ones with interesting design For the design references, I choose Halo and trying to stick with it • Main Buildings • • main arena • •Pillar• • second arena • •footway• •sci-fi thing• •rocks• That's for now, cheers!
An article I did on my Rome: Church of Sant'Ivo scene with 80 Level. Discussed a few concepts ranging from blockout, modular assembly, lighting, post process, composition and more. Original Article Here: Complex Modular Architecture Environment in UE4
I'm sorry, I should have been more specific: I am trying to sketch out layouts for multiplayer levels (DM, CTF, etc), but the blockouts end up being very 2 dimensional (flat) I'll check that out, thanks.
I'm starting a new mini environment piece in UE5. I'm trying to push my cinematic lighting skills and get better with trim sheets. I'm pretty much finished with the blockout phase and have added some lighting to try and capture the overall mood. What do you think about the lighting/composition so far?
In order to brush off my skills, I've made this lovely concept using Maya/Zbrush/Substance Painter. I want to look it's best before adding it to my portfolio so any critic, feedback is welcome. Btw, after starting I realized this was used as one of the monthly challenges a couple years ago. Concept Blockout Sculpt Retopo
Kriss Vector modeled in Rhinoceros, Fusion360 and rendered with Unreal Engine 5. Imperfection textures from Megascans. I made the main shapes and blockout on Rhino, then I had to move to Fusion360 for the detailing because making fillets in Rhino was really problematic, most of them broke the model or didn't come out…
I refined the Blockout and started using a kitbash to quickly add some details. I'm not sure what elements of the kitbash will make it to the final version but for now, it will help to set the look. Kitbash is from amazing kitbash creator Oleg Ushenok (https://www.artstation.com/olegushenok).
Hi, gonna give this challenge a go. Here is an initial sketch to get the mood and some of the type of detailing I want in the concept: Rough wip of the exterior. just playing around with some ideas here, still lots of design development that I want to do off of this: The main concept will be a paintover of an existing…
Hi guys. So today I decided to make an environment based on MLL. I will be doing an environment based on this screenshot: Basically lots of destroyed stuff and crap. He is the current blockout that I have made with some shitty lighting just to get the general feel of the scene.