There is one more thing about modelling sci-fi stuff that let you create a good model with little time and that is - free modeling. When you free model you always choose the easier way to create things relating to both textures and geometry. You are not bound to a reference so if you struggle on some topology issue that is hard or challenging for you than you would probably just do it the way your skills or software allows you because no one knows how sci0fi stuff looks like. We tend to notice fakeness in things we encounter every day so a sci fi corridor looks pretty much realistic to us even if modeled with plain textures or distorted proportions. Sci-fi environments are usually full of flat angular surfaces which are easy to model and add detail to. The abundance of details can easily make any environment quite believable. P.S. The blender guys have a lot of tuts on revolvers so they are gradually replacing the AK models
That's something that always killed me as a lighting artist. Beside the projects I've worked on, I find almost impossible to light a "famous scene" and use all the assets almost everyone else is using.
There is one more thing about modelling sci-fi stuff that let you create a good model with little time and that is - free modeling. When you free model you always choose the easier way to create things relating to both textures and geometry. You are not bound to a reference so if you struggle on some topology issue that is hard or challenging for you than you would probably just do it the way your skills or software allows you because no one knows how sci0fi stuff looks like. We tend to notice fakeness in things we encounter every day so a sci fi corridor looks pretty much realistic to us even if modeled with plain textures or distorted proportions. Sci-fi environments are usually full of flat angular surfaces which are easy to model and add detail to. The abundance of details can easily make any environment quite believable.
P.S. The blender guys have a lot of tuts on revolvers so they are gradually replacing the AK models
About 3 minutes in. I think the point is to avoid overdone subjects/themes, or doing the "easy to impress" things. The "youtube thumbnails" basically.
Nice one.
I snuffed 'Subway relight' under my nose, at the start of the video, even before you got to it... :D
Insightful video! Another theme artists tend to do are post apocalyptic scenes with overgrown foliage similar to The Last of Us
Ahh yeah good call!
That's something that always killed me as a lighting artist. Beside the projects I've worked on, I find almost impossible to light a "famous scene" and use all the assets almost everyone else is using.
I might've gone a little too niche. nobody saw my guilty gear shader style Mateba Sei Unica ;_;
I'm at 2:40 , and so far I think you're about to talk about cliche projects for each role.