Making 3d is not a glam-art where you can show off daily hi res characters looking like a months worth of sculpting from Z-brush, or that crazy realistic machine gun with 4k textures, ..or that piece of sci-fi wall module that is the inside of the most rad space lab ever.
It is a tedious grinding craft taking hours upon hours.
The next time you play a 3d game and run by a a simple plant, or even a piece of pavement, a wall segment or some interactive device, remember that someone MADE that!
From concept art, to polygon or hi res modeling, through retopology, UV mapping and baking of textures, painting of textures, testing of textures and material assembly, not to mention animation. Now try to count how many such small individual parts you run by in a minute of gameplay.
No wonder why AAA developers have tens and hundreds of artists for their titles and spend years in development.
The stuff I post nowadays are not as impressive as theirs, but I make it by myself in the spare time, and I am proud enough of that :)
There are lots of things I can not do at the moment, though. I can not rig the belt-wheel (thingy) of a tank. Nor can I make advanced facial animation synchronized with voice or good looking real time hair and cloth physics, among other things. But I will get there, one day.
Meanwhile I do what I do, and some of that is this.
My Project -O- is coming along and to my surprise it reminds me of those old weird games that nobody remembers anymore, and that is exactly how i want it!
Parts of the inside of a body (early in development)
Elevator with four doors, realistically animated to open by the push of the button
Scene wireframe vs...
...In-game scene
Current state of the current level design
Wireframe and In-game render of the first finished puzzle device





