So I figured its about time I stop being lazy and put together a scene for my portfolio. And what better subject matter to start with then a sci-fi corridor of sorts. It will probably be slow going between school and work, but I figured I'd start the thread as a way to keep me motivated. For my scene I chose a bit of…
Hello everyone, in this thread I will upload my progress modeling the FN P90 using maya 2016. I have small experience with how guns operate and built. I made a blockout in photoshop, please check if its correct and if I am missing any parts. Original reference pictures: Blockout: To clarify, this is not the only reference…
Hi. Been a while :o As so many people around here, I have really fallen in love with the art style of Overwatch. I think I am more busy looking at the environment than shooting people, so I thought I'd create my own take on an environment. I immediately thought of Venice and how it would work as a payload payboat map. I am…
Hey alex you are going good , i have some tips for you that i learnt from others 1- always try to keep your edges straight and consistent . 2- create your blockout mesh so good that you don't have to work much in lowpoly . 3- Never be afraid of using more segments in blockout phase . 4- If maya has facets mode like 3ds…
Recent update from this morning that I forgot to share hrere. I've spent an unusually long time on the blockout of this animation, and I apologize there isn't massive differences in stuff I upload. I'm just really trying to perfect these poses and make sure I have enough information and the correct information before…
Ah I'm flattered! I wish you the best of luck, it's super super cool to see everyone modeling the stagecoach. I absolutely adore this part of the challenge, seeing everything come to life! Thanks! It's a completely 2D paintover a very rough 3D blockout, which looked like this: I like to use a blockout so that everything…
The general idea is you first want to plan how you want your low poly model to look, you don't actually need to model it at this point, but you do need to model your high poly model with the low poly model in mind. Typically it's best to block out the model and roughtly capture it's shape and porportions with basic…
Alright since going 100% modular isn't an option I'd do a mix of both: 1) Create two boxes and invert the normals of the inner box. This will be your blockout. 2) Convert teh outer box to editable poly and remove the top and bottom faces 3) Attach the inner box to the outer box 4) Select both inner and outer faces of a…
hey! Cool to see the reference. I'd search real life solutions for this style, from multiple angles and break it down (overpaints, 3D blockout). As non hair expert, I'd split the hair creation process (using cards) into these sub-tasks: Hairstyle Research and Breakdown, Shape/Volume Blockout Implementation in engine/shader…
I decided there hasn't been enough sci-fi themed environments on polycount :P Just a blockout at the moment. I think I'm happy with the overall shape/size of things here. Also did a preliminary lighting pass to see how things will look when lit. The circular blue glowy-thing in the middle of the room is meant to be some…