Yeah, thats exactly the kind of quality I am looking for. I guess the question would be, how easy is it to redirect topology once a shape is established with the sculpt tool (I'd love to be able to start from a sphere, push and pull stuff around, and then "retopo" the base level accordingly). I'll just have to try it :) If…
Good morning, guys!! Here's the first update. I separated the model into the individual segments and imported the whole blockout into unreal. Since I want to put the bank in an environment at least 100 x 100m I had to do the surroundings, but since I wanted to focus on the building I decided to buy a victorian street…
I'd also advise creating a 2D plan view of the layout(either draw it to scale on paper or use a free CAD program) to use as your template. This will give you a huge headstart and just like Atticus says about a blockout above, it will save a lot of time as you won't be wasting it as you've invested little when you plan…
Hey everyone, My name is Connor Duke, On a quest to get a better understanding of Modeling, Lighting, Texturing and Creating Materials I have decided to create an environment heavily inspired by the following concept art from The Last Of Us I am just beginning my journey into creating 3D Environments and still have a lot…
Hi! I'm Jay, i'm a third year game art student. I wanted to create this thread as a way to document my process and ultimately ask the community for critique and criticism of this portfolio piece I'm putting together. I initially decided I wanted to make a library. So I started out by making a mood-board of libraries. After…
Hey guys 3rd year is coming up and I'm practising over summer. I'm starting with this blockout of a ship I'm doing. This ship will be rigged, animated and comped into a scene aswell as changed into a game res asset so I've began with a blockout (still in concepting stage) it'll also have a rigged interior. The ship is an…
Hey everybody, I just started working on this scene. This is partially meant to be a practice in creating and using modular assets. Not sure yet, but may end up putting this in UDK or something. So I started out with this layout: The idea is to have a high level of detail around this immediate area, but fill the rest of…
Hello all. I've been working on this model for about a week or so now, and would like to get some feedback. If there's any Modo experts out there your feedback would be especially useful, I have recently made the switch from 3ds. All the screenshots I will post have not been subdivided to give a better look at the…
If you want to create something from your own head, without concept art, it IS possible. I have done it a few times and here are my tips; - Very beginning should be about composition. Throw in some basic primitives into a basic blockout and try to figure out what kind of composition you're trying to achieve. If you want a…
These are the blockout core cmponents. These are to be single meshes, barring the platform extensions, which have been reworked into modular pieces. The trim sheet's changed a little bit. Tiling the house components wasn't working as well as I'd hoped, so they've become their own square sheet. With the house components and…