About an hour of talk between myself and anyone else remotely involved at the start of the week (if I'm doing a character I might talk about specific requirements the rig might need etc, a level might need me to discuss vertex distribution for lighting etc). So far as the actual modelling, well during that hour or so i'll…
Hey. Another progress shot on Mega Gnar. Some parts are still blockout shapes. I worked mainly on refining shapes, and sculpting head, arms fur, hands, and tail. The fur on his back was a previous attempt as I didn't know how to do it properly. I then tried on the tail, using furry characters projects for the 2014 Riot…
What creation said. It also helps to follow a concept image. If you try to work from something in your head or make it up as you go along you'll run into problems really quickly and get discouraged. Rarely do you see artists jump straight to a 3d model. Even if you start with 3D to block out shape and proportions, usually…
I'll chime in for Justin. Hope ya don't mind. Raven breaks things down a lot more to help with the pipeline. There are - Level Designers (usually block levels out, do scripting, events, etc) - Environment Artists / World Builders (which is what Justin does, Builds enviros around the blockouts from the LDs using assets from…
Yeah its really important to focus on keeping your blockout simple, and focus on flow instead of adding in a bunch of extra edges and all of that stuff. In those first shots one of the big things there is you have all these extra edges for rounding out the handle that just do not need to be there, and would be better…
i get what your saying thanks for the tip :P but i want to showcase my skills as an artist and a level designer. I was going to make a hummer model also but i know from the demo that they already have one. right now im just gonna try to plan everything out so ill be able to make a simple blockout of what i want in hammer…
Whether filtering occurs or not depends on the shaders used. AFAIK it's not something you can change in painter without a custom shader. Filtering isn't the only issue you'll face when you do this. Mipping will also cause you problems. If you use 64*64 blocks of colour you are unlikely to encounter problems Just so someone…
A uniform Texel Density is not always the best choice. Look from the "Player" view. When you can kiss the wall, the wall needs higher density than a roof you never can visit. Its nice to have "playable" Blockout for this for optimation. (Unreal5 has extra Viewport Modus for Texel Density) Increase the minimum view distance…
Sorry for the late reply. The reason for why I want topology like this is that it becomes a good starting point for further detailing down the line. Say you're making a sci-fi floor and you need to do some simple panel breakup if you do it with kind of topology you can get some decent result very quickly. Here's a…
Hi there, after having some creative troubles in the last weeks I decided it's time to push myself back to track. For this I created a "small" challenge for myself: create one asset every 2 days (one day for research & modeling, one day for texturing & presentation). This way I want to push my skills and get back into…