I'll start. Today it's Tomb Raider.Your turn.
Started working on a Cyberpunk environment. I guess you could say I "fell for the meme" since there is A LOT of artwork based around that theme and only .001% of them stands out, like Simon Stålenhag's works for example. I'm starting with generic dark wet concrete street and a city building, with a lot of ads and lights to see if I can emulate the base well enough, and then I'll see if I can make it original enough with my personal ideas.
>>603908Pro-tip - and I do mean 'pro' for real ; ) - Unless you are *extremely* skilled and fast, if you spend less than 3 months working on a cyberpunk environment, don't bother showing it - It will not be detailed and/or interesting enough.Storytelling through setdressing is always of critical importance - but especially in a sci-fi sub-genre like cyberpunk it absolutely cannot be understated. If you forget this aspect; you will have nothing. You have been warned.That said - take your time, plan everything carefully, work hard and you will get results. A cyberpunk scene got me hired. Good luck.
>>603910Oh I totally agree with you, here it's everything about those details. I'm not exactly looking to make this portfolio-worthy yet, but more as a practice, and I'll try to focus on a single building and a part of the street, so only a tiny area where I can test everything and make it as detailed as possible. Then, maybe I'll expand it from there if it will have the potential.
>>603910In 1996 I shat out a complete 'cyberpunk'-esque scene + characters for a client(studio) in less then five days. Got paid $1000. Golden days. If I had to work in 3D today, I'd probably starve to death or outright kill myself.
>>603912>I'll try to focus on a single building and a part of the street,Ok. Knocking out some tests is fine but....>Then, maybe I'll expand it from there if it will have the potential.Rookie mistake. Don't do this or you will end up wasting a LOT of time and not have a good result. Why? Simple:For a busy environment scene, composition is crucial and therefore your final blockout phase is your bible - it is law, and cannot be changed later without creating a LOT of problems for the overall composition.It is so much more work trying to insert large chunks of an environment scene into another environment scene than it is to build the entire world from scratch.Testing is fine, building props in other scenes is fine, but buildings must always be composed together or you create so many problems.I learned this the hard way btw; get your blockout really, *really* solid before moving forward and stick to it.
>>603935Hm, but why do you think all my unique assets like lampposts, ads, posters, trashcans and all the modular pieces like pillars on the building and walls, will create problems later on? I can mix and match everything. Where is a waste of time in that? They could work in a small diorama type scene or in a large area as well, couldn't they? It's true that it would be a waste of time if I changed my visual direction for a full environment later on so I'd have to redo everything, but otherwise, I always see it as just building my personal library until I eventually use it in a larger project. Example are all those speed level design videos with premade assets. As long as they have models to work with, they can create anything. And here I even keep my art style consistent. And vanilla buildings without any of this shit on them won't take a lot of time to rebuild if I have to, but I still want to go full modular on them. Eh, idk, maybe I'm still wrong about that, tell me.
>>603937As I said - reusing props from other scenes is fine, obviously. But your building blocks - placement of windows doors etc - is really crucial for overall composition and so you should build them from the ground up.Example - theres a spot in the frame where you definitely want a cool neon sign, but you're using a modular building and so the placement of the window forces you to move the neon sign a little...Now you've moved your neon sign, you can't see the cool ventilation system you built onto a side of the building in the background.... so you move that around a little.......Now the ventilation system is blocking a light source that was creating a really beautiful burst of direct reflections you had working on some wet tarmac near the camera....and so on and so on and so on.... it ends up being a fucking nightmare. build your buildings from the ground up. bring secondary props in from elsewhere, sure, but the buildings form such a fundamental core of your overall composition that they should be custom built each time.
>>603939There is some truth in that. But the thing is that I will definitely go full modular, and besides, I'm creating an interactive scene in UE4, not a static render, so I don't see why would I have to nitpick the composition that much. Final result would be a video anyway. Now, IF I were doing just a static render, then you are absolutely right, and I would model building as full unique pieces. I mean, idk, maybe I should be doing both, that could also work...
>>603881What studio you at? Asking for a friend
>>603881Low res faked isometric tiles/props for a group of friends who play DnD digitally.16 directions rendered, but only 8 shown in this screenshot.
>>604067Yet another ant house. Nothing unusual.
>>604244You in Aus?
>>604249might want to make the chromatic abberation less
>>604325I love that actually, but I will change soon I think
>>604325This one goes straight to our friends in München.
Someone wants me to make them an office for a web show they’re trying to start up, it’s basically done I’m just going back and improving some small stuff
Advertisement for some multi-tool. Thats my first real job in 3D, but 95% of my time i just sitting there thinking how should i do this. i guess i need to watch some DO IT vids
Any pro tips on sculpting a hard surface character on zbrush, I've done some Sketch but i think the time has come.
>>604941Depends on how the character looks and how you want it to come out. Generally tho, i personally just use standard character modeling techniques and finish off with hard surface techniques to get the finish on it right.I've done that for humanoid robots and such and it seems to work quite well.
>>604610>>>604295 (You)>Me tooSequence code?
>>605044frenchies are edgy as fuck
>>605051as a Franco-American this makes me proud.