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3D Details

Lesson 3 of 6 Concept Art for Video Games

In this lesson you will refine your 3D model, adding kitbash elements and small details as you go.

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Lesson 3 Assignments0 of 4 Assignments Completed
  • Kitbash Prep Homework

    Choose a kitbash pack you want to use in your design. Then import the desired pieces into your scene and optimize them in the way Daniele demonstrated.

    Level 1: Use this as a chance to branch a bit from Daniele's design. Choose a kitbash pack (or packs) that you'd like to use for your model. Since kitbash elements won't be overly prominent, you'll still be able to stick closely to Daniele's main design!

    Level 2 & 3: Choose whatever kind of kitbash elements seem best for the design you're creating.

    Students of all skill levels should consider the free options Daniele showed for kitbash packs, before buying paid ones. Also, don't get too caught up in making sure every kitbash element is perfect. You can customize them as you go! 

  • Kitbashing Homework

    Now it's time to integrate kitbash elements into your design.

    Level 1: Even though you will have different kitbash elements from what Daniele used, fill in more or less the same areas that Daniele filled with kitbash pieces. Use your discretion and the lessons you've learned to guide you!

    Lesson 2 & 3: Choose whatever kitbash placements seem best for the design you've come up with. Don't hesitate to heavily alter kitbash elements to fit the look you want to achieve. 

  • Detail Distribution Check-In Homework

    Take a screenshot of your design in the Blender viewport, and in Photoshop highlight the areas corresponding to the various fundamentals Daniele spoke about in this chapter.

    Level 1: Explore whether any of your custom kitbash placements create detail distribution issues that need to be addressed.

    Levels 2 & 3: Since your design will be entirely different from Daniele's, take your time and analyze the distribution carefully. Finding issues now can save a lot of time later! 

  • Creating Functionality Homework

    Now it's time to finish modeling, so that you can move into texturing in the next lesson.

    Level 1: Add details to the areas Daniele worked on, such as the base, the arm mechanism and the computer terminal. Make sure to keep your custom kitbash pieces looking good as well!

    Levels 2 & 3: Bring all areas of your model up to a level of detail that feels ready to move into the texturing phase.

    All students should keep in mind that modeling changes can still be made after this point in future lessons, so things only need to be 'finished enough' to move forward.

     

    Extra Credit: Big Client Change Simulation

    For extra credit, Levels 2 & 3 can also engage in a second Client Feedback Simulation: This time, the developers have made a change to the game you're working on, and need you to make a change to something fundamental in the design.

    Because everyone's design will be different, choose whichever one of the following requests best fits your project:

    • “It has to include a chair somewhere in the design, at player height.” 
    • "The whole design has to be 75% shorter than its current height.”
    • “It will be destroyed in the game, so pieces should be broken and missing.” 

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