I like the idea of this polybook. Well, I really want to make a game. I have so many dumb ideas I want to try. But first things first, let's learn some blender.
This was a really fun tutorial. Got me back into blender after a while. I liked the idea so much that I want to make another console, but this time I will use this concept art:
I have to go through the CORE courses first, at least up to shading, as this one will be a bit more tricky.
Ah, the primitive snowman. Working with an objects origin is more powerful people realize...by people I mean myself.
So, the crate is done...ish. I used a different approach for the tutorial this time. I watched the whole thing. Went to bed, slept to little, and then modeled it out using the reference art only.
Made some mistakes, but learned from them. I will do more work on it and add more medium sized details to the crate and then small details, screws and what not. Once I'm more confident with shading/texturing I might even give it some color. But for now, I'm happy.
I like the very saturated colors you put on the GameCookie console, it gives an old time feel.
OK, have been on the road with the family. But managed to squeeze in the soccer ball. Man, selections, it's tempting to just meditate over a model and select everything vertex by vertex, but if I want to be serious about it it needs to be done efficiently.
I think the example is really extreme, and may be not very relevant to picture the important information: being creative and using all your toolset for selection will save you massive time. ^^
Ok, managed to work a little on the crate. I will add a couple more of those panels. The idea is that they can be "screwed" onto the crate. The screws will be added of course, but they are a small detail. Those panels will have some cool decals, maybe they "hide" important stuff, who knows. I also want to make the latch more sci-fi by adding a key pad to it to visualize how one might open that thing. The good thing is, that doing this is that I learn a lot about transforming stuff using different origin points, organizing the scene, etc.