and this are a few of the screenshots from my blockout I made in Unreal I'll start making the high poly assets as soon as I decide on the final layout of the tomb :)
I use: 3ds Max for polygonal modeling Zbrush for detailing\organics 3dCoat for retopology UV Layout for unwrapping Marmoset 2 for displaying models Photoshop for texturing
There is very little content , and very little breakdowns of anything. I would scrap the layout start with building some solid assets before worrying about a website
Looks great! I like the layout and the texturing is good. I would say that it is a bit too clean, Have you looked to any underground stations for reference?
Hi, THe only thing I would adjust in this great software, is the layout design. It looks kinda retro and chaotic. Otherwise a very complete and great package! Regards
Learning stuff like building in a modular fashion, efficient use of textures by tiling/blending, scene layout, whiteboxing and composition, lighting and researching architecture to name a few.
Changed the layout and rendered my Moebius character with different background. Polycounters are the best to provide timely help and suggestions. Few more corrections and about part is left..
Layout is good! Just need to fill them with useful informations. :) Should write your title somewhere on the title (ex: Character artist, modeler, rigger, etc...)