Lowpoly Guns III wips

Work In Progress / 22 November 2022

A personal project I was working on over the summer using the classic chamfer-bake method from the first two sets. 

I still love this workflow. I think it's completely unexploited in games. The speed factor over traditional highpoly modeling is like an order of magnitude, with no downsides at any viewing distance besides close-up. Until I'm overseeing an art department though, finding a way to apply this in production somewhere is just an exercise for the reader.

The project is on indefinite pause because there's not much of a visual design element I havent already solved, which is what interests me right now. 


Hovertank

Work In Progress / 29 October 2022

A project I took pretty far around the same time in 2021 that I made the ball gundam. This is an original design, basically a stug with modern styling and it hovers. Anyway, it's been sitting around for a year without progress — both from being busy with other things and also because my blender workflow has gotten so much better since what I was doing here. Which all makes me think I might not get back to it. So for the sake of closure I'll share where I got it to.

These shots are "dailies" — I set up the camera on day 1 and render it out every day to make sure the whole image is improving.

Early mockup for a "contextual" or "beauty" shot. Just a quickly slapped up overexposed daylight look. The idea was to make some kind of tarmac background, like the tank exists on a runway because it hovers;  this would have made visual sense even though it makes no sense.

Early volume checking. These days I would have done a lot more with the silhouette at this point before moving on, especially on the bottom hover area. Another reason I dont feel hugely drawn back to finish this one. Definitely learned from rushing that part though.