Started concepting and blocking out the mech. Going to start him next week. Also adding a shot of the blockout in game for some context. Putting them in really starts bringing the scene together. All i have to do is finish the mech, the mechanical maintenance arm and then the base that they move on.
Hey all, Worked on the ring a bit more, getting it to blend with the floor, we are lending alot from Halo forerunner architecture, but try to maintain our own style aswell, st0kje is working on the blockout and got some work on the bigger pillars done so more updates on that later :)
Thanks everyone for the feedback and ideas! I wish I could do both Gangster and Western but I will start with the western Braum for now. Here is the blockout in Zbrush, almost ready to start the final sculpt. I'm still a bit undecided about the shape of his poncho. Triangular or rectangular?
Update on Temple. Did various rock texture tests and nailed it down to 2. Next step is to sculpt this texture. Atm this is just crazybumped for preview. The Temple itself is just a blockout yet which iam going to sculpt soon. Any feedback or which one you prefer appreciated.
hello everybody, I am creating another piece the goal is to make a little handpainted scene in UDK I made a few sketches and started a 3d blockout still in the early stages and can and will change a lot Deadline is between 25 january and 1 february
Yes it's a great technique if you ask me but you have to keep in mind that it takes way more time than just sculpting. First you need a blockout of the skeleton and you then need to know the inserion and origin of each muscle. Just give it a try!
If you're creating concept art, it depends. There's a wide gamut in your subject matter. Are you making fully textured and lit 3d scenes with minimal overpaint? Or are you making blockout scenes with heavy overpaint? Some examples of your existing work would help.
I would start with a blockout. Don't trash what you have just drop it into a new layer, and hammer out a rough form. It'll make you see what will be the hardest, and give you a good sense of the proportions. Looking forward to seeing this completed.
Thanks for the link @PolyBrother I've started blocking working on the blockout in MAX and started the barricade prop. Textures are a WIP. Is there a trick to matching perspective of a scene concept? I've setup a camera in MAX and tried to mess with it to get it close, but some areas are still quite off.
WIP-001 Blockout I added a few extra things based on the model, because I though it was super duper cool. Theres this Sarcophgus like piece in the back of the immortal, I never knew what it was for but I always thought that was a really cool design choice.