Hey everyone, this is the high-poly model of the first (and most complex) asset of a small scale interior scene that I will be working on for about another week.
The process I followed for this was very similar to what I did for my assault rifle: start with a blocky side-view sketch, mock it up in 3D, refine the design with a Photoshop paintover, and then crank on the final detailed model. Although I started out on this intending to make more of a generic futuristic sci-fi column, as I worked on it I noticed it was leaning in the direction of art deco architecture so I decided to just go with the flow and embrace the art deco style.
I think what I'm most proud of on this one is the variety and balance in the complexity of the surfaces, where some of the shapes are very detailed and high-frequency while others are more simple and severe.
Really fine, archetypic, elegant design, for utopias as good as for dystropias, for spaceships as good as for ancient colonies, as a gun as good as for a temple. Or a factroy or a power plant.
Hehe, it would fit in a lot of different settings wouldn't it? Good eye, reusing designs and shapes in unusual ways is one of the best shortcuts to making detailed artwork. Thanks Marsuwai!
Those 2 games are too damn good, and your work resembles both of them. I like it SO MUCH
Really good and very well done!