After many months of working on and off on this environment, I'm finally ready to call it done. I drew inspiration from the old Polycount environment challenge 3 (http://www.polycount.com/forum/showthread.php?t=113765), with the goal of learning the basics of UE4 and to try out Quixel's DDO. Was a fun project, but I'm excited to get back to some more character modelling and rigging now!
Decided to take a prop for an interior scene I've been developing (updates on that soon) a bit further and do up some snazzy presentation sheets. Was a fun exercise, I'll probably take it another step further and rig it up too after I get some other stuff out of the way first. The BMX was modelled in Maya with some minor detailing in ZBrush, baked in xNormal, had its base textures created in dDo2 then refined manually in photoshop, and finally was rendered in Marmoset.
Just completed a schmick new character to practice more cartoon-style rigging and deformation with! The piece is based of a concept by the very talented José Manuel Fernández Oli, who you can see more of at nibbledpencil.com/index.php Took me about three weeks to do working on and off between other projects. Went for a diffuse only texture, following the workflow presented by Valve for texturing DOTA assets (http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf). Only major detour I took from the workflow was using primarily ZBrush to paint on textures, before baking the vertex colours out of xNormal and integrating into my main psd. Was a fantastic workflow to get into - I'm thinking for my next character I'll follow a similar style, but tackle a more simple model that can be built faster so I can put more focus back onto my technical skills...
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Author3D artist and rigger from Brisbane, Australia Archives
July 2016
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