11/12/2022 0 Comments Curve settings zbrush ornament![]() ![]() Because of this, I used some addons to help me along the way. The default Blender UV unwrapping tools are… basic to say the least. My texel density was 10,24px/cm, which may be a bit higher than what you’d normally see in a game, but I didn’t mind it too much since this project was a portfolio piece so squeezing a little bit more detail shouldn’t be a problem. I started unwrapping everything with a consistent texel density in mind. I then iterated on those, added some bevels, and worked on it until I had something that looked decent. After some manual tweaks of my aligned camera in Blender, I started blocking out the basic shapes. It usually works wonders for real-life photos, but it doesn’t work that well with concept art as the concept artist can warp and modify the perspective to serve better readability of the concept. I matched the perspective of the concept art to my scene camera inside Blender using software called fSpy. With all this out of the way, I got to work. I decided that the best way to texture them would be by using trim sheets. The third and last category was the ornaments. These were the tarps, the rolled cloth, and the flags, each of which required a unique texture set. This was then duplicated around the wagon, along with my other props. The second category was the basic frame of the wagon, which I created a small modular kit for. The first included walls and surfaces which I could use tiling textures on. The model was pretty complex so I decided early on to split it into 3 basic categories. My main style inspirations were the World of Warcraft CGI cinematics, the Fable series, and the Elder Scrolls games, which I think are doing an amazing job at it. I tried to combine the best of both worlds keeping the detail and realistic feel of the textures while exaggerating some features to better convey the mood of the piece, be it with the texture work, lighting, or the modeling. I also always admired the detail and well, the realness of realistic art styles. Stylized art can be a great way for artists to express themselves, to really express the mood and emotion they are trying to portray. I was always interested in combining the two in interesting ways. I was always fascinated by both stylized and realistic art. ![]() Although I didn’t stick with animation, I fell in love with environment art and it didn’t take too long before I fell into the rabbit hole. It was free, so I started experimenting with it. I wanted to learn how to make 3D animations and I found out about Blender. I’ve worked on a few community projects, one of them being the Skyrim community mod called “ Skyblivion”. I’m a self-taught artist, currently working on building a portfolio. ![]() Hi! My name is Robert Paseka and I’m a Prop/Environment Artist from Prague, Czech Republic. ![]()
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