That was a stupid idea/concept/viewing angles to be honest. I'm sure they all did their best, but what a waste of time and talent.
I like scifi, but a mission to create to texture normals and such, when texturing, with a painting program like quixel or substance painter.You should really invest in substance painter. I guess you only doing renders, which makes sense. However I work with game assets so work the other way around low polygon meshes with normal maps for detail. Definitely able to create some more unique shape and detail with normal maps and faster. There is nothing wrong with box shapes,, if think the scale might be a little off, a handy trick I use, is to use a character model from the game engine as a reference when scaling things it allows for better perspective, when designing an environment.Still so much to learn with Blender... I like doing the sci fi environments and this one was influenced by my Doom 3 modding days. It needs some materials and probably less boxy and angular shapes \ design, but I was mainly getting to grips with lighting and hard surface modelling techniques this time.
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Your stuff is pretty good, well done.I like scifi, but a mission to create to texture normals and such, when texturing, with a painting program like quixel or substance painter.You should really invest in substance painter. I guess you only doing renders, which makes sense. However I work with game assets so work the other way around low polygon meshes with normal maps for detail. Definitely able to create some more unique shape and detail with normal maps and faster. There is nothing wrong with box shapes,, if think the scale might be a little off, a handy trick I use, is to use a character model from the game engine as a reference when scaling things it allows for better perspective, when designing an environment.
Did a doom inspired scifi asset pack some time ago really need to get it into the new engine I have been working with the last few months.
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Not to plug my own stuff this is what I have been working on, working towards another steam DLC release for the new engine I am working on. Working with modular parts like this is an absolute beatch, uv maps is such a hassle.
Your stuff is pretty good, well done.
I've done some game assets and maps for personal and friends' amusement more than anything else. It's been a long time since then and Blender has changed a lot hence me re-learning it these days. UV mapping is definitely the worst part of the experience, even now.
I CAN NOT handle any of that guy's videos. I just can't. The way he roles his words and stretch his sentences irritate the crap out of me. Yeah I know, it shouldn't and I must get over it.... I just can't.One of the iPhone LIDAR scanning apps has had an update and now includes a "room scanning" mode which allows you to export the scanned data and import it into Blender pretty easily. I've wanted to do this with an iPhone for quite some time but meshes from Lidar scans are so messy it's usually not worth the effort of trying to clean it up just for side projects. This app however gives you much cleaner geometry to work with.
Polycam
This video has a breakdown on how to do it :
Wow... Haven't used it since I was a kid.Off-topic a bit, have any of you tried ZBrush? I heard it's great for sculpting.
It piqued my interested considering I loved using Mudbox back in the day, and that it's essentially Mudbox on steroids.
Apparently zBrush is the industry standard now. ¯\_(ツ)_/¯Wow... Haven't used it since I was a kid.
It has always been amazing. I was just never into sculpting besides messing around as a kid. Blender has some great sculpting tools as well for mahala.Apparently zBrush is the industry standard now. ¯\_(ツ)_/¯
If you have more ambitious projects in mind, have you considered running them as open source/open content? That would come with it's own challenges of course but does offer the potential to collaborate with a wider group.Well, Blender 3.5 is out... lots of new features. I love Blender, but it's a lot of work and many hours for one person or small teams to make anything substantial.
Considered it at times but haven't taken it further yet.If you have more ambitious projects in mind, have you considered running them as open source/open content? That would come with it's own challenges of course but does offer the potential to collaborate with a wider group.