I did a bit of work in progress with an environment piece. It has been great! Let me share it with you!
I did a bit of work in progress with an environment piece. It has been great! Let me share it with you!
I wanted to share some stuff that I have been doing for the past few months. Nothing completed as this is all just work in progress. I am still learning to finish work, and work just a few things at the time. However it is hard because I always crave for novelty, and a lot of times I really like to explore and play. However I am trying to adhere the rule to stick to just 2 projects at a time to get more completed projects
So this is a character block-out that I did with shapes to show my students how to start prior with making a character. The secondary shapes are important to block out before combining them into a dyna mesh, and then remeshing them.
Been working on a greek mythology ancient architecture for my environment. I wanted to learn how to work with modularity while learning about Greek architecture. I do have the whole building blocked out, and now I am in the process of art blocking a lot of the elements to implement in Unreal.
I do have the roof tiles in place, but also some of the walls and other pieces. I did change the over-all design a couple of times.
And last, been working on an environment that is focused on a naturalistic approach on sculpting rocks.
I was initially going to build a rock garden with some simple rocks, but then I decided to give it an approach where there's more storytelling with the concept of pilgrimage.
Anyways this is just an "art dump" of stuff that is not portfolio ready, but I wanted to show some of the work that I have been doing in the past few weeks.
This is a draft concept art with composition and values in mind to place some of the assets while providing some context of a traveling path.
p
Hello everyone! I wanted to start using more often the DEV Blog on Artstation to show updates of what I have been doing lately.
Things that I have been learning lately:
I have been doing some cloth simulation with Maya. And I cam up with some interesting results. However I decided after experimenting with Zbrush as well, to go with Marvellous Designer.
However these was all R&D tests, and after lots and lots of tests, I decided to use alternative and faster means after a lot of iterations on the bags.
These are of course all work in progress and we were trying to get the Look. In the end I got a much better result using Marvellous. This was an interesting test because I was aiming for reality while still having perfect look that was close enough.
The following images were rendering in Marmoset Toolbag. It was much faster and it gives great results. I also did the textures in Substance Designer. I have used it before but, not do this level.
However unfortunately the client wanted a "perfect" look that took away all the detail leaving something more bland. These will not be the bags that I will decide to use in the end in my portfolio because they look way too sterile and boring. I will however remove their logo and make up another brand to showcase it.
Other than this, I have also been learning Blender, Substance Designer, Plasticity, Fluid effects. It has been a really productive few weeks.
So now that I got a small gap, I finally took courage to Dig a really old portfolio piece that I started some time ago. I was very ambitious with this project, but I wanted to make something that felt that the entirety of it felt hand-made. At the end of work and just laziness I never got to finish it.
I would like to however give another shot at this work of progress Piece and see if I can finish it for once an all so I can clear my space to make a new piece.
I'll see if I can show progress Next by Introducing some windows for the Tower, Some Preview Rocks, And a tree.
I added a ground with the aid of Quixel's Megascans but I did not just "slap it in" I did Load the tool in Zbrush. Smoothed and Stylized some of the details as it is a very Stylized Piece. Did some color corrections to replicate to the colors of the Illustration.
Bottom Door Piece. I haven't shown this to anyone yet but I worked on this a few months ago alongside this other version of the Upper Door.
I am honestly pretty new with Unreal. So after I do the remaining pieces I may learn deeply how to create materials for Terrains and how to introduce foliage with brushes. I hope I can show you the next update soon.
I understand that the piece has its problems but I will make amendments after the entirety of the pieces is in place. And currently, I am not really looking for feedback until it is complete and then I desire to make further changes.
Problems that I am aware:
https://polycount.com/discussion/152156/jabberwocky-tower-ut4
Concept art by Graeme Base