New personal project inspired by the amazing concept art by Nara https://www.artstation.com/artwork/5XOlPz
For this project my objectives are
After much trial and error I figured out how to add some tessellated ice to the bottom of my master material with some vertex paint control ( still need to clean it up a bit in some parts of the scene) and updated the blockout icebergs with some slightly more detailed geometry.
Let me know what you think, ice or no ice? 😊
Time for another update, this week I unwrapped everything and setup some basic materials. Also started adding some normal detail with decals to test a new workflow with blender/decal machine, and now that I've figured out the process it should be really easy and fast to add details everywhere :) .
No deadline for this one and since its based on my own concept I'm taking my time and having fun exploring ideas for the scene.
After finishing the blockout in the last update, I've started playing around with shapes and adjusting things around the scene, my original concept had very few details and was very loose so now I'm adding stuff while looking at references, Trying to keep everything tick and chunky to keep that sylized look while still trying to make the scifi/mechanichal elements look functional.
I'm using this as an excuse to get better with hardops/boxcutter in blender which has been very useful so far because of the non destructive nature of the workflow I can easily adjust things without having to bake the details.
Until the next update!🙂
Hi everyone, hope you are all having a lovely day!
This year I've already done 2 personal projects, the first one was a zelda inspired scene was based on an awesome concept by Andrew Porter and the other was my entry for the Artstation Space Opera Challenge, now I'm going to try and do one from my own concept design, this is just a first idea, and the composition might change a bit once I have the main elements blocked out and can get a good look at them in 3d, the idea is to expand from the Cyberpunk Arcade scene I did last year and do something similar in style.
Inspiration for this one are Fallout, Ratchet and Clank, Overwatch and Borderlands among others. 😊
For this update I replaced the trees with a more polished stylized version, my workflow consisted in using the MTree addon from blender to create the trunk shape and canopy, then sculpting the trunk detail in zbrush, and then baking and texturing in substance painter using a procedural workflow to be able to save it as a smart material and quickly texture the other trees. Similar workflow for the cactus, then for the leaves and shrubs I used substance designer for the texture and a normal edit modifier in blender to get the normals from a sphere and get that final shading effect in unreal.
Next I'll focus on the ground and rock textures.