Posts

Showing posts from December, 2019

Chicken leg house build

Image
I had all the main models ready, so I was able to start building the house. Textured parts I had a really low poly model of the house working as a base. On top of this base, I was able to build the walls and a tower. Each log has a slightly different texture on each side, so with a 2 long logs and 2 short logs I was able to get some variations.  I was following the concept I created, so I wanted the building to have the same structure. When I have walls ready, I added the windows and door. House build I merged each wall to one object and I started cleaning the geometry. To save some tri count, I deleted all the nonvisible, inside polygons. House has some window covers bent or missing, which makes it look more neglected.  Inside structure I also texted how the textures look in the Sketchfab and Unreal engine.                                     Sketchfab  ...

Legs Modelling

Image
Chicken legs are the most important part of the building; I want them to look spot on. It was hard to work on them because there is not enough reference material online. Also, I didn't want them to look exactly like a chicken leg because it is too boring, and they have to have the right proportions compared to the house. My attempt on a chicken leg is kind of a mix between a dragon, chicken and dinosaur. Compared to the hen anatomy, the base of my leg is bigger, and the middle part is way skinnier and extended. I wanted to create something that looks slightly weak but agile and stable at the same time. I started modelling by making a very simple low poly model in 3Ds Max. I could use a ZSpheres in Zbrush, but I don't feel too comfortable while using it, so I need more practice. When the base model has been finished, I exported it to Zbrush to get into high poly sculpting. At that time, I thought that this is an easy part, but I ended up changing my mind a couple of times be...