A monthly dose of 3D art-related stuff by Pablo Munoz Gomez

As I mentioned in the previous post, prototyping techniques are the best way of validating an idea and even if the concept evolves over the course of the project, starting with a clear reference makes it really easy.

Here is the mesh of the original rough blockout I did in Blender and the current state of the project with a clean topology base:

There are some subtle differences but for the most part, it is the same asset but it now has clean topology and a Dynamic subdivision applied to it to get those nice smooth surface and bevelled edges.

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