Wanting to see how far the Tallgeese can stretch in so far as design with a shot at the Virgo. Detailing some of the blockouts

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Production started in mid-2020. At the time, I was still switching over from Mine-Imator to Blender.

These are some of the earliest screenshots I can find of WIP character models and blockouts of environments.
(Dog head by )

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A look at some of the 3D blockouts used in TDSe02. TDS is a crowd-funded webseries series set during a Second American Civil war in the 1940's. Support the show by connecting with us on social media and following our newsletter! https://t.co/Suzs0dSnmV

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WIP. I am almost done with the blockouts for the entire Streets map. When that's done I will setup the camera properly, make an overlay & release the map. After that I will do incremental updates where I replace individual buildings with more detailed variants every now & then.

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Little lunch blockouts based on a Loftis piece.

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Was browsing my TF2 WIP folder from 7 years ago and found some old blockouts:

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This tip also applies to props.

Start w/simple blockouts & real-world dimensions then increase prop scale slightly by few cm to make them look bulkier.

I found exact real-world dimensions make props look smaller when using FPS or 3rd Person Templates.

Also spawn and playtest. https://t.co/3SQ3ddSJTC

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Making progress!! Got our flatcolors done today and experimenting with quick shading blockouts. Next stream we will try to polish a bit more of that background!

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Finished my blockouts for all 4 props :D now I am gonna refine each of them. I am really enjoying this challenge :3 https://t.co/EKYhRdBBEL

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this is it with just a basic material,
also Jama's quickshape / quickdraw tools are good for starting blockouts and drawing in 3d really helping me transition to that mindset

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most of times my brain has a hard time understanding designs, and its very hard when the design is complex, so doing these color blockouts, part by part like slowly building a figure, does help me a lot. Bless water fringe

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I am practicing head blockouts in blender :)

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WRATH BIWEEKLY DEVELOPER UPDATE

- Concepting Flora for Episode 3
- Added levers
- Improved Oppressor particle effects and death
- Texture detailing and meshing E2 levels
- Refined some E3 level blockouts



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Buildings illustrations for the cards ✨I used rough 3d blockouts to work from various perspectives quickly, super proud of how these turned out!

ArtStation link: https://t.co/DhH05ABxQp

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During blocktober I posted some early blockouts and final versions of the maps that I worked on in Pathfinder: Wrath of the Righteous but they were mostly from chapter 4. Now I'll show some screenshots of other maps I made from the editor perspective

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New tutorial on my Patreon on the subject of Base Meshes and Blockouts. Here's the demo sculpt made during the 2 hour tut :)

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All the clothes are DONE! Well, the basic blockouts are~ Let me know which one you prefer, I'm thinking something "raunchy" and "eye-catching", if you get my meaning~

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Some clothing blockouts I been working out for my recent project :D

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Yesterday forgot to post this, but I started working on these blockouts for the Sky Fortress Nexus and R.A.T. Rifle

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