Can I inrerest you guys in sum topo?
Posts by Nathan Pichot
more bits and pieces
Guyyyyys
I lied i worked on the frame and am very happy with it, also completely reworked the brake system it is not accurate thanks you locomotive cyclopedia.
will share more tomorrow, break from frame, i'll polish everything else and be back to it.
The frame isn't really a focus anyway, that part will be in the shadows.
I'm thinking about jist blocking it out for deadline monday and see feedback
Size reference, 170cm king, for the face, i was bored, as for his tools, who am I to perform that kind of surgery on the maya asset browsing biped
This particular project will be for my demo reel, flr hard surface modeling for vfx.
I'm not held to absolute accuracy on all details but usually better to have it, I will say that I've spend a bit too much time on the frame so i'll circle back later
I just realized you used blender and not maya, same applies, just different tools.
the planning out is the same
www.youtube.com/watch?v=ydNS...
Like this? reduction is not always needed but I thought it would be nice to show.
I recorded the process i'll send that too once it's done processing
3D image of a T-shaped rod base with a gusset/rib
Technical drawing of a supported rod base
Maybe @karamelizedsoda.bsky.social or any #b3d user could help me.
How to build this shape (rod base with a gusset/rib), while having a correct edge flow and maintaining a perfectly circular base in SubD?
I can't wrap my head around this. Reposts appreciated.
Ooooo, no I haven't, i'll add it to the list
Hiya that still helped, I'm mostly curious about usual arrangements for tender undercarriage.
This is how far i got from the internet, can't really figure out the framing and what tachnical pieces should be there.
I think I got something in for the air brakes but i'm probably missing stufd
ofc now i realize i forgot to unhind the tender beams
Some Lambert 1 pics for your eyes, I'll render some with blinn later.
Been working on it for a month now, not really anything too hard to model, just a lot of pieces.
What takes the longer is always camera matching and figuring out the shapes
Keeping bolts and screws for last, same time as worble
Queen Ship!
Brass letter box and door handle
Columbia Road, London E2
Brass letter box and door handle
#reference #buildingreference #materialreference
The river and the sky just being brilliant shades of blue.
Nice day for it and was bold asked to go into a space to document better but was told no politely but at least I tried.
Brick wharf warehouse with loading wooden doors and hoist crane
Wapping High Street, London E1W
Brick wharf warehouse with loading wooden doors and hoist crane
#reference #materialreference #buildingreference
I was absolutely not better at posting but I did finish the shoe
Yo peeps, been a long long while, been focused on this model
Recreating the Baldwin 26, and that's why i wanted to post.
I've been working on the back tender, especially the boggie.
Reference is kind of lacking.
So I was curious to know if anyone knew people interested in talking about trains
Jumping into something a bit more stylised for the @flippednormals.bsky.social challenge. Kinda feeling it out just now, we'll see how it goes from here
Our hard surface artist @brickwork.bsky.social has some important words to share.
modeling this abandoned military base for our upcoming low poly 3D Metroidvania game, ABYSS X ZERO (๐)
giant drill go brrr
models by: me
music: @ironfairy.bsky.social (from the UNSIGHTED soundtrack)
#lowpoly #gamedev
collage of 4 of my art pieces, 2 of which are unfinished. Sorry. My face is in the middle in a circular frame. Hello, nice to meet you. Thanks for checking out my work. There's a link to my Artstation in the post too, wow!
Just moved from the UK back to the Netherlands to a temporary place. Really in big need of permanent type job, even non-gamedev related. Open to links to jobs, contacts, reposts, suggestions for what kind of non-gamedev corners to look in. Anything :)
www.artstation.com/owltruism
Been a while, i'll try to be better at updating progress, having fun with this model, more organic Modeling is kind of fun.
I'll share some pics of the sole tomorrow, I thzyou guys will like the topo
A close-up of the finished corset sculpt, front and back.
A front and back of the dagger. Blocked out in Maya, finished in Z-brush.
A close up of the hands, with gashes on the knuckles and fingers.
A turnaround of the final face sculpt that is Z-wrapped.
Forgot to post an update before the break, so here are some screenshots from my high poly!
I am reserving some inner detailing for the texturing process, just to make sure I can finish the project on time. If I have extra time, I can always go back before I bake.
On to retopology. ๐
#ProjectWIP
a johnny to end the year
unsurprisingly I think, it's pretty clear that i moved onto refining too fast, i'll go back and camera match my blockout properly.
(not, wasted as i can still reuse the panels) But i don't want to work on a bad base.
lacked motivation so i kept going at it, but i'll fix that tomorrow and start fresh
First day of blockout for this model, got everything pretty close to where it should be, onto refining now