Finally, had a little break from work to resume the challenge :) Right here is a blockout in unreal. I have modeled and textured the large pipes, and the small ones behind the throne. I used substance painter for this and will post some closeups later. The other assets are just a block mesh with basic material from unreal…
You can do both: add to the op and post at the end, because if you don't the thread won't bump up back to the top and many people will miss it. Once again thanks for doing this. I went through the text in the OP and it's a really great process you have. I love the idea of straying away from 3d to ideate in the middle of…
No not neccessarily however using an oft qouted adage, sometimes 'it will depend'. Now typically you'll find that manufactured hard surface hand held warfare implements, such as edged weapons similar too your posted sreencap are made up of separate parts i.e. blade, hand guard, hilt and prommel with each may comprise…
I think it's basically a person who places assets in the world, without actually creating alot of assets themselves. It's often the case in the industry though that alot of job positions with the same names are vastly different. For example an Environment Artist is commonly known as someone who does alot of asset creation…
soooooooo .... long time no see :D Been really busy at work and in private life, so the piece sure lost a lot attention. I did some more on the project and although I don't intend to work on it in the near future, I just want to post the (small) update :D I have more important thinks to work on at the moment, but the…
day one reading pipeline docs... :cold_sweat: day one blockout (feedback from artdir or client) day two proxy mesh (from this mesh you create the highres and the lowres version its near the final highress) day three highress final (feedback from artdir) day four lowres and uvs and first testbakes (going crazy cause nothing…
Get a sketchbook and make a plan. Without a plan, your work will start to take a hit. You'll stray from what you wanted to achieve when you first started, which lots of people still struggle with. Do a sketch of your stream, almost like storyboards. Make a blockout of this scene and get some proxy lighting in. Place…
I normally re-use a quite some of my previous projects in the concept/blockout phase. They allow me to get up a scene/model quickly, to get a better feeling for it. (And why should I do a new barrel, if I already did a good one, I can use again?). Once the basic shapes/positions/textures are done, I alter or replace the…
ive seen people do that method, i dont know where people get that workflow from. to me it seems kind of silly because you're limiting yourself to your low poly geo. as ive always done it, its been: blockout high poly low poly bake texture that way you make your high poly as good looking as can be, and then try and match…
Acciptier: Yeah I listened. The point is you're adding an extra step and piece of software to a blockout process, giving up control, and introducing error. What is the upside? That you can generate crap to clean up faster? That you can make tube like objects quickly? You're not going to keep their projection mapped, patch…