This is the process I've been using for most of my stuff. I don't know if it's the best way to do things, but it's been working alright for me so far. Anyway, I usually start off VERY briefly in 3ds Max. I create extremely rudimentary, low-poly geometry made up of all quads so it will divide well in Zbrush. The above image…
I'm finding Houdini to be increasingly more useful for hard surface modeling with each release, but the workflow is still pretty slow compared to the software normally used for modeling. I really can't speak to how useful it is for characters, but while it does have a sculpting feature, it's doesn't really seem on par with…
Current progress: _______________________________________________________________________________ Hello polymeisters ! I've damned missed you guys <3 [Irrelevant babble] I've been failing to complete portfolio projects for so damn long ! I think I've jumped between idea after idea around 20-30 times since my last -now…
Hi, polycounters :) Thank you for visiting this thread and being part of the journey of this project. I'd like to share the environment I have been working on since this June in Game Art Institute Environment Artist Bootcamp (it was such a fantastic course). I want to record the progress, thoughts and what I am willing to…
Hey guys, I'm currently trying to blockout a level for a game in 3ds max so I'm trying to make the walls and stuff as modular as possible for re-use. Hours in I realized that the vertex snapping isn't working as it should. Can someone help me figure out what the problem is? Also what would be the best max grid/snap…
Yoooo I'm unemployed! If you got a job for me, hit me up!! BUT I've had some ideas for a fun Looney Tunes inspired Space Western which would be an arena shooter. This is what I got so far... Been starting on some kits for the buildings. Not nearly finished but I've been having fun with the blockout. This is going to be a…
Hi! Jumping out the most to me, is that the legs are too long. To get closer to the concept, I would measure (in head units) it to extract the proportions. Could even create a simple skeleton early, that way you could check with your blockout that key poses work before going into much detail. When evaluating, I would do so…
Firstly, I love that concept. Great potential to create a really great scene. I agree with everyone on the modularity but no point to re-iterate. It looks like your jumping into your high poly next and, take this as only a suggestion, but I would try blocking out the whole scene first and throwing it into UDK. The blockout…
We have more in terms of blockout and landscape, but the projects aim is to create the environment. I should probably have mentioned that this is a entirely new started project. It's in the making. We are looking for a strong core for the development. I am also aware of that showing the entire environment would have been…