I had a lot of fun with this. I wanted to push my hard surface modelling skills as far as I could, and as always, it has been a learning journey.
The Diorama is made almost entirely using Custom or Face Weighted Vertex Normals. For this project, I've followed the workflow that Cloud Imperium use in Star Citizen.
I've been inspired by the art from concept artists such as:
Elijah McNeal - https://el1j4h.artstation.com/
Ben Andrews - https://benandrewsart.artstation.com/
Again thanks for sharing your art with all of us!!
Big shout out to the technical artists of the Techart Aid Community, who give me a few tips for the VFX on the weapon and the screen shader that I've learned from Oskar during one of his streaming.
Guys, thanks for sharing your knowledge! Here is the channel if you are interested to learn a little bit of Math, Coding and Techart: https://www.youtube.com/channel/UCs2RyUGngZIZYdZaQ5p2mGg
Last but not least, a special thanks to one of my best friends who recovered my files after my hard drive (set to Raid 0) went corrupted/broken.
Thanks
Let's turn it on!
Diorama dev progress video
Chargeblade dev progress video
This is how I've approached parts of my modelling stage (sword and others assets) for the Diorama. I didn't find anything similar online, at least for Maya, so I've wanted to share it.
An extended version: https://www.youtube.com/watch?v=jRrhOQyy3kg
A short video to show how I've applied Normal decals on my assets
Doing this Greeble texture was really fun, I've made it in Zbrush using the Greeble Generator created by Glenn Patterson. Here I'm showing it with the same POM material I've used for the rest of my assets.
To create the walls in the Diorama, I've reused some elements from the stand. I believe it can be a valuable approach to reuse parts of the assets already done not just to speed up the dev. of a scene but actually to keep it even more consistent artistic