I'd make sure to do the full blockout before you move on to texturing and high poly modeling. You never know when something might need to change and you'll be faced with either throwing away work or not fixing it out of laziness or frustration. That said, the bricks you've chosen to use are way too dark for what you're…
Been a while since the last update, but here goes :) Have been working on the left wall, entire high and low poly pass is done, currently unwrapping and texturing it piece by piece ( untextured areas in Unreal is still blockout ), got some feedback about the amount of dirt and decided to add a little more, and by that…
Wow nice stuff you're going to make there. I love this kind of stuff :) Watching this one closely.. Maybe you're doing it already, but one tip is to think heavily in modular terms, and decide early on what pieces you're going to make and what unique/hero pieces you'll have. After that build the environment from those…
Hey vickgaza, are you trying to view it at work or somewhere dropbox is restricted by any chance? I tested it on other devices and computers, seems fine :/ . Anyone else having this problem? Here is a WIP of the blockout. I like to concept as I go. I had the idea of the party deco pieces acting like clothing for some…
I know it's not specific to your environment, but I would recommend finding another image upload service. Imageshack always loads so slowly. Try out Dropbox, or maybe even Photobucket. As far as the blockout goes, I'd say look at your scale a little closer. Look for reference images of cities (New York might be a good…
Use a human reference model in the scene. Do a blockout of the environment and get it into the target engine ASAP so you can get a player's eye view. Dependent on the game camera, you may need to overscale some items so they don;t appear tiny. For example, the scale of everyday furniture in Max Payne is about 1/3 bigger…
NG, why would you assume that infinite detail automatically means realistic? Anyways. I am always excited for new tech to break through, since the cool side effect is that it always brings new ways of working. But on the other hand, claiming that it's gonna be the next big thing without anything to back it up ... is very…
Thanks! Unfortunately we will not be posting breakdowns at this time. Here's another map, Eichenwalde. https://www.youtube.com/watch?v=H3xFKckFCGM I worked closely with Bram Eulaers and Philip Klevestav on the architecture, blocking out a lot of the village part from the level design blockout, and taking most the buildings…
Looks cool dude! Nice concept, that final posed version is gonna be awesome. Definitely recognizable as an Astartes. The hands feel too small, like they should be 1.5x the size they are now (even in the anatomy reference blockout). Other than that, there are some pieces of the armor that don't seem to be the right scale…
Yesterday I assembled first pass uvs on my base geo and made some 1024 process maps, and ddo'd my blockout textures. Today i'm taking my uv'd low poly through to resurface a hr mesh. I'll then working up details knowing that i'll be adding or removing shapes, but from here on out will be able to dev shading and texturing…