Hi everyone! This is my very first blog post about the project I started recently that I called Ancient Ruins. I want to set the entrance of a millenary temple into a tropical environment, located in a jungle in a realistic look. The goal is to work on modularity and the smooth integration of human structures into natural…
Hi everyone! I'm new to Polycount, but I figured I'd share some work from my third year at uni (Sheffield Hallam). As I'm new to this, please let me know if I've posted this in the wrong place. The brief was to create a beauty shot image in CryEngine 3 of a game based on an existing non-game media franchise. The obvious…
When the challenge started I dived right into creation of this, however I had to finished up some freelance work that I got and now I'm currently on the move to start my new job in France. I still want to finish this piece so I've made a Polycount thread which will be used to update my scene when I can get back to it in…
I've been working on a character for a long time right now. I am aiming to recreate the whole concept. The robot is going to be a big challange for me since I never made stuff like. https://www.artstation.com/artwork/Pm3l8y I am currently kind of half way in the making of the character. I already started making the lowpoly…
Today was shaders shaders shaders and a lot of playing with shapes. I Played with the shapes and scale a bit, and added a couple more rocks. Something about the shape language isn't reading to me and I can't tell if it's the lighting or the meshes. I'm going to be experimenting a lot tomorrow. I also think it might just be…
As this is your first forray into 3d, I'd recommend putting this high poly model aside for the time being, and learn how to do the opposite workflow first. That is, build a clean, low poly mesh with block modeling techniques in Maya. Then UV layout that and texture it. Very managaeable workflow that will get you comfy with…
Sound advice @quack and my preferred workflow. However, there a certain assets that can be created very fast in something like Fusin360 that obviously result in polysoup. So the trade-off between time spent polymodeling from a blockout and optimising Vs Solid-modeling and manual retopo has to be weighed up front. I always…
If I might add my 2 cents here, as a level designer I really understand your concerns. Since the past 10 years the line between Level Design and Level Art became completely blurry, and every studio has a different understanding at what each one is supposed to do. I'm still in a somewhat-junior position so everything I say…
@kos88 - That's great to hear ! Blender addons don't have to be free - HardOps, Decalmachine and Asset Manager are all paid add-ons, and quite popular. As a matter of fact BoxCutter (free offspring from HardOps) would be an excellent one to look at since it specializes in the fast creation of boolean operands for an…