Creating some shapes for the walls and floor using CV curves. I think this was the best way for me as it seemed to create the most cleanest of results. I've got the original reference in the scene just for clarity purposes as the one i altered was darker but model wise is the exact same.
I feel there is a lot of different ways I can approach this scene and many ways I can take it. So it will be interesting to see what happens. This will be the most highest polygonal scenes I've done as in the past I've been far too reserved.
Just some progression of wall asset, i think some more detail could be present here but i'm just trying to get a nice blockout for now.
I think if i can get all the edges and corners lining up correctly, with the same smoothness it will be looking good.
Once i have a basic object layout with modular pieces measuring up i'll export the models and build a blockout in Unreal Engine as well as create some light tests.


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