Heya all - hijacking Bounch's thread for a sec to share some of the process we are using behind the scenes. First, a rough texture visualisation pass done in polypaint on the blockouts. This was made in order to solidify everything so that there is no guesswork left to do when it is time for the actual texturing stage. It…
More progress. Processed the raw exports from Marvelous to proper geometry. Finished my boot blockout and started doing my high poly boots, though they still need proper high poly detailing. Bow has been blocked out. Still trying to figure out design language that looks interesting, but not too complex, still looking for a…
The link below is a webplayer for the current blockout. (It requires you to download the Unity player, but it's a quick and painless process. It currently doesn't work in Google Chrome though). It should demonstrate approximately what I'm going for and hopefully someone here will have some more specific advice. Moving…
Long time no update! Part of my entry to the Throne Room competition will be what are essentially blog posts with lots of images. As I'm working through this project, I want to document everything-from my idea phase all the way to my final project's presentation. Considering my project is a bit more abstract and will rely…
Hello! I'm attempting the hard surface environment this month. Really impressed with the speed of other blockouts here already. =) I'd love some feedback on the scale and proportions of my blockout, it's something I'm aware I struggle with. Things look okay in the editor but when I pop into first person view in Unreal…
No one's posted ('cause you're all scaredy cats!!), but I'm gonna keep adding as I go along- here's some quick shots of my WIP. Current tri-count is around 9K. I'm just past blockout and into Low-poly; my workflow also involves creating some higher-poly pieces as I go along. Basically I do it all in passes- blockout,…
Kay, first off, you guys are killing the gun nut in me: To get back to the topic; I suggest that you scrap what you have so far and start from scratch. Find a decent reference (or a consistent stream of multiple ones) and work from that. Start with a basic material blockout where you lay out basic color values for each of…
@nekema Thanks! @Jestersheepy Thanks, need to tweak that indoor lighting more. I´ve been testing so many different lighting test there that it´s hard to say which looks the best :) @ekul I´m much faster with 3ds max for doing blockouts than with UE4. It´s much easier to start making the final assets when using this…
Do you have any reference for your final look? My problem with everything right now, is that nothing looks logical. My eyes don't really know where to rest. I'm okay with things being bright, but nothing seems grounded at all. Stylistically, I could maybe give you the benefit of the doubt, but right now the browns/grays…
Very nice blockout! The flip at the end is awesome, and the initial back-kick itself looks really well timed out. Only thing I could say at this stage would be to watch the movement between poses 4 and 5. He seems to go into that pose to quickly and it could benefit from spacing them apart more and adding an anticipation…