Reference : https://www.artstation.com/artwork/89Xb6
This was a test using polymodeling exclusively and a 2d texture, with the exception of my own custom emissive textures on top, total time to create this asset was roughly 6 hours, and is expected to be much faster next time, I took inspiration from Ian Hubert’s UV chopping method+project from veiw to create the finished product.
I wanted to try and see how a stylised PBR workflow would do, and I figured Julio Nicoletti’s references are an amazing example, other examples would include blizard, borderlands, fortnite,
Takeaway: I should invest time into learning how to texture w nodes in blender, as I would have loved to see the emission and opacity in real time while doing the finishing touches. I used Krita to texture the emissives, and maybe in the future i could install an addon/create my own for texturing in blender w more brushes, and baking.
CC AttributionCreative Commons Attribution
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