Progression Progression!
I'm still trying to figure out the layout, composition , level of details and the general concept of things. It's nice to just do fast and dirty speedmodels as it's quick to mock up new things and try out various designs.
The latest direction is to remove the stone head, sad as it is (may the stone head rest in peace). The only reason why I kept the head in there for so long was to make it work with the "remake" of my old environment. Seeing as things have already changed a lot, it's no longer really just a simple remake, it's almost an entire different diorama piece. I'm now playing with a suggestion I got from one of my viewer (during a streaming session) to go for a ornamented door or just a carving in the mountain. Keep it simple, keep it clean. Let the diorama breath a little and lead the eye towards the pond/tree.
Blockout + Speedmodel iterations
Quick blockout is helpful for determine the initial layout and sizes, does't really tell me much about the composition or how the various individual object plays together. By iterating on each piece to the same amount of details all the time, moving in between the objects, it helps giving a hint on the potential final look.
As with the head being out of the picture, I didn't end up wasting that much time and can continue on finding a solution that would fit the overall scene more.
A lot of my later speedmodels consist of super quick-low-res zbrush mehses, as the example to the right (latest speedmodel iteration). Sometimes I already have a library for speedmodel meshes and sometimes I have to make them quickly, like the tree example below (made quick speedmodel bark pieces to test out if it would be a potential look combined with roots).
Cheers!
















