Hey Polycount, I wrapped up a personal project with the goal of understanding tools and fleshing out pipelines for modular organic assets. Coming from a stylized, handpainted background I also really wanted to get more in touch with realistic workflows. Any feedback welcomed, but I would really love any advice on how to…
Hey guys, I am currently planning a scene I will create in CE3. I will replicate the mood/layout of the below concept art, but I plan to do a more stylised variation (sort of diablo 3 ish), so the goal here isn't full realism. I've blocked out how I think I could best modularise the assets to create the scene. What I am…
Hey polycounters ! I've finally finished this project, and i have to say that although i'm not proud of some parts of it, i've learned a lot through the process and improved quite a bit since i started the project, now it's time to move on to the next thing, maybe more assets texturing or i'll give a shot at stylized stuff…
I don't know what's the norm, but hdri look better with more realistic stuff, and for stylized models it might be better to add your own light. Here are some tutorials from youtube on lighting in blender. www.youtube.com/watch?v=o0uc4sRArjE www.youtube.com/watch?v=RDbrOpnIY7Q www.youtube.com/watch?v=bum0F00TaKU Also…
More anatomical changes this evening, I realized the abs were a bit too stylized so I worked on the core a bit. Definitely needs more work, I'll find some more reference for the transition between the abs and the external obliques. I may make those changes after relaxing the pose, since after I move stuff around with the…
@DynamoSteel Thank you so much! It wouldnt have been possible without all of the kind people who have commented to help me out! @Dreyzie I totally agree. I actually tried to make a path similar to that but it did not turn out well, I think after watching some tutorials I will attempt it again. Do you know any good…
That manhole spin looks really nice! I also like the stylization of the assets. Minor critique, the plaster on your blended material looks like it's flattening/going under the brick material instead of feeling like it is covering up and filling in the spaces between the bricks. (i hope that makes sense) Basically it looks…
[IMAGE DUMP!!] Haven't posted in a while do to uni work and other stuff but after a few weeks of abandonment I've revisited the Sci-fi girl, and have also done about 70% of the low poly. Also started on a more stylized character for my final year project: And for another uni project I have so far modelled and rigged this…
@dGreenberg Thanks for replying! I agree with you. It definitely is diverging from the source art quite a bit. I'd like to bring it closer to the original concept so I'll be tweaking that a bit. As for the hair, I'm not too familiar with the workflow yet. I'm still looking at different ways to approach it. On one hand, I'd…
I'd agree with @EpicBeardMan on the scaling, it feels odd and nothing seems to be to a definitive scale, either stylized or otherwise. I'd suggest putting in the stock mannequin model to have a human sized scale to work off of. The chimney for the small open hut is also far too flat/low poly for the texture that suggests…