When your entry is ready, use this thread to submit your final entry. Be sure to read all the requirements for your entry to be considered for this contest. That information is found on the contest page here.
My Commodore was king of my world growing up and my desk was its throne room. This scene is a glimpse into my past, to the foundations of what makes me what I am today.
This was all done in MODO, Substance Painter and Unreal Engine 4. Photoshop was used to add the product logos to the screenshots but that's all. Every other pixel is
direct from Unreal Engine 4, in the raw.
Substance Painter is now my tool of choice for texturing meshes in this new PBR world. I hope to never paint another texture flat as long as I live!
Shots (NOTE : higher resolution shots are available, just ask):
A breakdown image of some of the scene components:
And some of the materials, broke out into albedo, normals and masks. These are scaled down for presentation - they are generally 2048 or 4096 in the scene itself:
For this project I wanted to try to blend between Haloยs Forerunner architecture and Thorยs Asgard Art style, as well as adding a Zen look to the scene, while I ended up leaning more toward the Asgard and Zen style architecture. The entire scene was made with as many tiling textures as possible as I wanted to expand my skills in that aria.
The majority of the textures within the scene ended up being created in Substance Designer as it allowed me more control over what type of texture I wanted within the scene, which is pretty helpful.
At present I had a slight problem getting high quality screenshots from UE4 as each screenshot taken came out with strange black slashes so I had to take them within a cinematic I created. If higher resolution images are needed let me know.
Every model is less than 1500 tris (with only the cannon and throne itself being more than 1000). All textures are hand painted. I've had great fun doing this and learned a lot, so thanks Polycount and Allegorithmic and good luck everyone.
My idea for the throne room was to create a futuristic Egyptian throne room for a character I came up with a few years ago called N_Ubis. I imagine this throne as though it was created in a future where the ancient Egyptians had continued on their previous trajectory, becoming the dominant civilization and eventually making their way into space. Their technology would seem godlike and would be devoid of the usual dressings of a spaceship. Of course, they would seem like gods to us, and this concept could play into that fringe belief that aliens created the pyramids. Maybe this weird space throne descended to earth and N_Ubis subjugated the ancient Egyptians, who know? I used theban script for the runes, as I figured if ancient Egyptians had continued developing as a culture, they would have also developed their alphabet further - beyond hieroglyphics anyway. Theban is also used by ceremonial magicians in conjunction with Egyptian hieroglyphs, so I thought it would fit. I also imagined the style of architecture as a combination between Egyptian and modern-day brutalist architecture - the kind you see in cold-war era Russia and 1980s England, as well as my home city of Winnipeg. I feel like the cold, harsh and rigid geometry is properly analogous to that of ancient Egypt.
For the textures, I started by making a stone/concrete graph in Substance Designer, then made it metallic and added some marbling. I thought it would be cool if in the future there were some sort of stone/metal alloy.
For my throne I used the following software:
Maya
Substance Designer
Photoshop
Spacescape (for the skybox)
Marmoset (for test renders)
Rendered in Unreal Engine 4
I did not use any high poly meshes, as the style of architecture made such an endeavor unnecessary, hence my normal maps being just subtle textures.
Finished throne room:
Wireframe:
Original concept:
Textures: (mostly albedo and roughness maps, as my normals are mostly very fine grain and slight scratches, metal maps are all metal - so not very enlightening or exciting, and emissive maps are pretty blank except for a few small symbols).
Dog statue Dais:
Software used:
3ds Max
Zbrush
Photoshop
Substance Designer
Substance Painter
Quixel Suite
Marmoset Toolbag 2
Xnormal
Rendered with Unreal Engine 4.
We also tried to create some background story behind our environment so here it is:
Deus Praetorium.
The magnificent hall which turned into the family vault and the monument of obsession.
The Kingยs passion in alchemy gradually became a blind obsession. His mind got poisoned by the master idea of philosopher's stone, the only way to get the endless power through the eternity.
The stone creation requires colossal energy. The King comes to the idea that the most pure energy can be extracted at the moment when the living creature crosses the final frontier. Catalyzed by the love to this creature the one can get enough energy for the stone synthesis.
The King disposes to build a magnificent hall, which repeats the Kabbalistic Tree of Life. This hall is meant to be the workbench, the instrument, the extractor. The next step is to find life vessels with enough energy to complete the ritual...
The King makes his choice.
His mother and father are placed into Understanding and Wisdom sephirots. The wife gives her energy to Mercy, the daughter to Splendor and the son to Victory. Severity and Beauty sephirots are fed with the brother and the young niece lives. The grandson represents Foundation and the friend completes Kingdom.
However the extracted energy catalyzed by the brutality of sober-blooded sacrifice does not synthesys the stone but turns the King himself into the philosopher's stone.
The kingdom is left without the King. The legend will live for centuries telling the story of the magnificent Throne Room turned into family vault.
Oh you, young souls of free insight!
Walk in with solemn silence.
Behold the frantic King of nevernight,
The prey of love and violence.
Breath in the vibe of pain and thirst,
Conceive the sorrow story.
Of those who were destroyed and cursed
In order to create oneยs glory.
The dream of everlasting paradise,
The path of noble goals.
Became a sober-blooded sacrifice,
Of nine beloved souls.
The poisoned mind in search for reign,
Extracted misery in essence.
He blessed the kin for woe and pain
To get his constant presence.
Oh you, behold the Great Alchemistยs grave!
His kind, his love afore his throne.
The epitaph that none will lave:
ยSolve et coagulaย in stone.
Forgotten Heights by ZeroDarkBlaze (Benjamin Sepulveda Tostado) http://www.polycount.com/forum/showthread.php?t=147716
The throne of an old kingdom left behind. The place is supossed to be abandoned but a lone soul still pursues to rebuild. The sharp cold of the mountain and strong winds threaten the integrity of the ruins but a diligent servant still remains.
The whole scene was made using:
-Maya
-Zbrush
-Substance designer
-Xnormals
-Unreal engine 4
-Bitmap2Material
-Photoshop
Hi everyone this is my final submission.
I used
Photoshop
3ds Max
to create all the assets for the
Skyrim-Game Engine
This is my first every environment I created and I enjoyed this challenge even do I do not have hardware which would support any of the new game engine generation.
And here are my Game Shots
and here is the Throne simple mesh, no high-poly was used and no specific texture (except for the cloth and cushion) - all textures are used are between 512 and 2048 pixels
Rendered in Ue4 - substance designer is officially part of the pipeline now which is great! Also got to learn a lot more about lighting and composition in general.
Software that I used during this project:
3ds max
ZBrush
Unity 4.6
Photoshop
Xnormal
Substance Designer
ShaderForge for Unity
The story is following: A fisherman named Thomas lived on an small island. He was the only person in that huge sea area so naturally he felt himself like a king. Thatยดs why he build a throne for him by just using an old rowing boat and a few meters of rope. He used to sit there and look over the sea. Thomas was a simple man that liked to fish and enjoy the nature. One day he left to fishing like he did every morning but he never returned. Since then the throne has been waiting itยดs master to return.
It's an ancient lost technology of the civilization Matig'asUlo, they were once peaceful and happy with their old ruler but then he died out of aging, a new ruler emerge but because of his corrupted soul sleeping deep within the ruling system rejects him but his eagerness to become the next king, the whole system got corrupted. Everyone and its surroundings got corrupted, leaving the kingdom to fall into rotten, the new king died and evil lurks the land.
The throne is a blood sucking chair to power up the kingdom and its technology.
Botanic Eden -Throne of Lord Vegan
Cactus themed seat with flowery scent under giant pavilion overlooking scenic garden of paradise. Superb for dreamy relaxation or restful meditation.
The software I used for this project are:
Maya
Unreal 4
zbrush
xnormal
photoshop
substance painter / designer
I really enjoyed participating in this contest, This is the first contest that I have participated in with this community and I am looking forward to seeing the winners in the coming week or so.
My name is Marwan and I'm a student in a french school. I'm learning 3d since the start of the school year (end September), and I really love this so much !
This contest was a really good exercice for me, I learned so much things, thanks a lot
I wanted to give my scene some "global dirt" to let think that a party took place here, or a concert of electro/dubstep/chill music (or whatever you want ), and now, there is no one in this place.
Soft used :
- 3ds max
- Substance Designer
- Substance Painter (just for one asset)
- Xnormal (when I couldn't do some maps on Substance Designer)
- Unreal Engine 4
BaseColor, Normal, Roughness, Metalness, Emissive and BaseColor, Normal, Roughness.
My name is AndrewMKelley, and this is my Throne Room submission for the contest!
[STORY]
Inside of a giant facility of steam technology that humanity has secluded itself within, a grand throne has been constructed to commemorate the first king of the new civilization, and within this throne is built a clock to signify that the first king stole the reigns of fate from Time for the sake of Man.
Hi everyone! Thanks Polycount and Allegorithmic for this amazing contest and the great opportunity of make us improving ourselves. The idea behind the project was create a Steampunk theme room with some characteristic objects as gears, chimneys, valves and iron plates.
Also it was an excellent opportunity to learn and improve more about the Substance Designer, Unreal 4 and Zbrush pipeline combine with Autodesk Maya as 3D Package.
Very few people know that Poseidon is not the only king ruling over the
seven seas. Each spieces has itโs own leader. From the majestic Whale Queen to the inconspicuous Plankton King, they are legion to reign under the seas.
Let me show you the realm of the peaceful Anemone King.
Replies
Members: - Daniel Nees
- Michael Kalis
Programs used: - Autodesk Maya 2015
- Adobe Photoshop CC 2014
- Quixel Suite
- Unreal Engine 4.6
It is important to note that there is no high-poly version of the throne itself as it is only 1.9K tris.
THRONE ROOM ย Metal Garden ย ScottMichaelH
Thread: http://www.polycount.com/forum/showthread.php?t=147048
Member: Jamie Cunningham
Programs Used: Maya, Substance Painter, Unreal Engine 4
Programs used:
3ds Max, ZBrush, Photoshop, Corel Painter, Marmoset
PROGRAMS I USED:
Blender 2.72b
Substance Painter
Photoshop
Paintbrush
( http://www.polycount.com/forum/showthread.php?t=146958 )
My Commodore was king of my world growing up and my desk was its throne room. This scene is a glimpse into my past, to the foundations of what makes me what I am today.
This was all done in MODO, Substance Painter and Unreal Engine 4. Photoshop was used to add the product logos to the screenshots but that's all. Every other pixel is
direct from Unreal Engine 4, in the raw.
Substance Painter is now my tool of choice for texturing meshes in this new PBR world. I hope to never paint another texture flat as long as I live!
Shots (NOTE : higher resolution shots are available, just ask):
A breakdown image of some of the scene components:
And some of the materials, broke out into albedo, normals and masks. These are scaled down for presentation - they are generally 2048 or 4096 in the scene itself:
Thanks, this was fun!
Members:
- Sergey Sannikov
Programs used:
- Autodesk 3ds max 2015
- Substance Painter/Designer
- Luxology Modo 801
- Zbrush 4R7
- Unity 5
- Adobe Photoshop CS 6
WIP post http://www.polycount.com/forum/showthread.php?p=2235694#post2235694
HiRes images:
(http://www.polycount.com/forum/showthread.php?t=148856)
Software
Maya
xNormal
Quixel
Substance Designer (Steam Basic Version)
Substance Painter (Steam Basic Version)
ZBrush
UE4
For this project I wanted to try to blend between Haloยs Forerunner architecture and Thorยs Asgard Art style, as well as adding a Zen look to the scene, while I ended up leaning more toward the Asgard and Zen style architecture. The entire scene was made with as many tiling textures as possible as I wanted to expand my skills in that aria.
The majority of the textures within the scene ended up being created in Substance Designer as it allowed me more control over what type of texture I wanted within the scene, which is pretty helpful.
At present I had a slight problem getting high quality screenshots from UE4 as each screenshot taken came out with strange black slashes so I had to take them within a cinematic I created. If higher resolution images are needed let me know.
Video
[ame]https://www.youtube.com/watch?v=lF7z2bvHYsw[/ame]
Shots
Construction shots
as the Throne itself is also made with multiple textures, i'll showcase the primary pattern used on the Throne.
Programs Used:
Autodesk Maya
Unreal Engine 4
Adobe Photoshop
WIP thread - http://www.polycount.com/forum/showthread.php?t=147157
Pinterest Reference Board - https://www.pinterest.com/theomclarke/pirates-throne-room/
Here it is, my low-poly throne room!
Every model is less than 1500 tris (with only the cannon and throne itself being more than 1000). All textures are hand painted. I've had great fun doing this and learned a lot, so thanks Polycount and Allegorithmic and good luck everyone.
More pictures can be seen at http://stuffbytheoclarke.blogspot.co.uk
http://www.polycount.com/forum/showthread.php?t=147498
My idea for the throne room was to create a futuristic Egyptian throne room for a character I came up with a few years ago called N_Ubis. I imagine this throne as though it was created in a future where the ancient Egyptians had continued on their previous trajectory, becoming the dominant civilization and eventually making their way into space. Their technology would seem godlike and would be devoid of the usual dressings of a spaceship. Of course, they would seem like gods to us, and this concept could play into that fringe belief that aliens created the pyramids. Maybe this weird space throne descended to earth and N_Ubis subjugated the ancient Egyptians, who know? I used theban script for the runes, as I figured if ancient Egyptians had continued developing as a culture, they would have also developed their alphabet further - beyond hieroglyphics anyway. Theban is also used by ceremonial magicians in conjunction with Egyptian hieroglyphs, so I thought it would fit. I also imagined the style of architecture as a combination between Egyptian and modern-day brutalist architecture - the kind you see in cold-war era Russia and 1980s England, as well as my home city of Winnipeg. I feel like the cold, harsh and rigid geometry is properly analogous to that of ancient Egypt.
For the textures, I started by making a stone/concrete graph in Substance Designer, then made it metallic and added some marbling. I thought it would be cool if in the future there were some sort of stone/metal alloy.
For my throne I used the following software:
Maya
Substance Designer
Photoshop
Spacescape (for the skybox)
Marmoset (for test renders)
Rendered in Unreal Engine 4
I did not use any high poly meshes, as the style of architecture made such an endeavor unnecessary, hence my normal maps being just subtle textures.
Finished throne room:
Wireframe:
Original concept:
Textures: (mostly albedo and roughness maps, as my normals are mostly very fine grain and slight scratches, metal maps are all metal - so not very enlightening or exciting, and emissive maps are pretty blank except for a few small symbols).
Dog statue Dais:
Dog statue:
Throne chair:
Throne dog:
Throne hat top:
Throne hat:
We are Drka-Drka team - Daniel Copytsko and Kirill Kravchenko from Heyworks studio. And this is our take on the Throne Room contest.
For more screenshots and work in progress, please check our thread: http://www.polycount.com/forum/showthread.php?t=147306
Software used:
3ds Max
Zbrush
Photoshop
Substance Designer
Substance Painter
Quixel Suite
Marmoset Toolbag 2
Xnormal
Rendered with Unreal Engine 4.
We also tried to create some background story behind our environment so here it is:
Deus Praetorium.
The magnificent hall which turned into the family vault and the monument of obsession.
The Kingยs passion in alchemy gradually became a blind obsession. His mind got poisoned by the master idea of philosopher's stone, the only way to get the endless power through the eternity.
The stone creation requires colossal energy. The King comes to the idea that the most pure energy can be extracted at the moment when the living creature crosses the final frontier. Catalyzed by the love to this creature the one can get enough energy for the stone synthesis.
The King disposes to build a magnificent hall, which repeats the Kabbalistic Tree of Life. This hall is meant to be the workbench, the instrument, the extractor. The next step is to find life vessels with enough energy to complete the ritual...
The King makes his choice.
His mother and father are placed into Understanding and Wisdom sephirots. The wife gives her energy to Mercy, the daughter to Splendor and the son to Victory. Severity and Beauty sephirots are fed with the brother and the young niece lives. The grandson represents Foundation and the friend completes Kingdom.
However the extracted energy catalyzed by the brutality of sober-blooded sacrifice does not synthesys the stone but turns the King himself into the philosopher's stone.
The kingdom is left without the King. The legend will live for centuries telling the story of the magnificent Throne Room turned into family vault.
Oh you, young souls of free insight!
Walk in with solemn silence.
Behold the frantic King of nevernight,
The prey of love and violence.
Breath in the vibe of pain and thirst,
Conceive the sorrow story.
Of those who were destroyed and cursed
In order to create oneยs glory.
The dream of everlasting paradise,
The path of noble goals.
Became a sober-blooded sacrifice,
Of nine beloved souls.
The poisoned mind in search for reign,
Extracted misery in essence.
He blessed the kin for woe and pain
To get his constant presence.
Oh you, behold the Great Alchemistยs grave!
His kind, his love afore his throne.
The epitaph that none will lave:
ยSolve et coagulaย in stone.
[ame]https://www.youtube.com/watch?v=NO9k0XzvcMc[/ame]
Youtube video is a little bit laggy and I don't know why, so if you are a hardcore perfectionist please watch it on vimeo https://vimeo.com/123481921
-Maya
-3ds Max
-Subsstance designer
-Photoshop
-Unreal engine 4
@Jerc yeah, it's ok) the video is more like the explanation how the stuff works)
Thats's our work for this contest - Newventors group with the World Artisan art! hehe
Here's the link for the WIP post with a backstory and everything: http://www.polycount.com/forum/showthread.php?t=147161
Programs used:
-3DS Max
-Zbrush
-Quixel Suite
-Substance Painter
-Photoshop
-Xnormal
-Unreal Engine 4
Creation of the throne:
http://www.polycount.com/forum/showthread.php?t=147290
Software: 3ds Max, ZBrush, Unreal Engine 4, Photoshop and Substance.
http://www.polycount.com/forum/showthread.php?t=147716
The throne of an old kingdom left behind. The place is supossed to be abandoned but a lone soul still pursues to rebuild. The sharp cold of the mountain and strong winds threaten the integrity of the ruins but a diligent servant still remains.
The whole scene was made using:
-Maya
-Zbrush
-Substance designer
-Xnormals
-Unreal engine 4
-Bitmap2Material
-Photoshop
Final Renders
Throne
Hi everyone this is my final submission.
I used
Photoshop
3ds Max
to create all the assets for the
Skyrim-Game Engine
This is my first every environment I created and I enjoyed this challenge even do I do not have hardware which would support any of the new game engine generation.
And here are my Game Shots
and here is the Throne simple mesh, no high-poly was used and no specific texture (except for the cloth and cushion) - all textures are used are between 512 and 2048 pixels
Juergen Bosch (Crazy Lion)
Our final submission.
Team Members:
- Andrey Serebryakov (Alex04se)
- Aleksey Serebryakov (Asverus3d)
Software used:
3ds Max
Substance Designer
Photoshop
Quixel DDO
Unreal Engine 4
link to the WIP: http://www.polycount.com/forum/showthread.php?t=147313
More screenshots can be found here: http://silvertm.ru/wipProject6.html
Video can be viewed here: https://youtu.be/kafMDU5v6po
Rendered in Ue4 - substance designer is officially part of the pipeline now which is great! Also got to learn a lot more about lighting and composition in general.
Progress
Throne
This is my entry for this competition. Team consists of me, myself and I More information can be found here: http://www.polycount.com/forum/showthread.php?t=146996
Software that I used during this project:
3ds max
ZBrush
Unity 4.6
Photoshop
Xnormal
Substance Designer
ShaderForge for Unity
The story is following:
A fisherman named Thomas lived on an small island. He was the only person in that huge sea area so naturally he felt himself like a king. Thatยดs why he build a throne for him by just using an old rowing boat and a few meters of rope. He used to sit there and look over the sea. Thomas was a simple man that liked to fish and enjoy the nature. One day he left to fishing like he did every morning but he never returned. Since then the throne has been waiting itยดs master to return.
So here's our mini story,
It's an ancient lost technology of the civilization Matig'asUlo, they were once peaceful and happy with their old ruler but then he died out of aging, a new ruler emerge but because of his corrupted soul sleeping deep within the ruling system rejects him but his eagerness to become the next king, the whole system got corrupted. Everyone and its surroundings got corrupted, leaving the kingdom to fall into rotten, the new king died and evil lurks the land.
The throne is a blood sucking chair to power up the kingdom and its technology.
Where using:
- Blender
- Substance Tools
- Photoshop
- Unreal Engine 4.7
extra angles:
model:
textures:
concept art:
Member: Roberto Sรกmano A.
Programs Used: Lightwave 3D, ZBrush, Photoshop
Here is my "BroTemple" Throne
Started towards the end of February,
but here's what I managed to get done!:poly121::poly142::poly121:
Software used:
Maya
Photoshop
NDO2
Unreal 4
Link to the WIP: http://www.polycount.com/forum/showthread.php?t=149298
Had a ton of fun doing this, until the next contest! :^D
WiP thread: http://www.polycount.com/forum/showthread.php?t=147076
Software Used
-Substance Designer
-3D Studio Max
-ZBrush
-XNormal
-CrazyBump
-Photoshop
-Sketchfab
[SKETCHFAB]5cfc3ff9920e44a8af65f405ed6555a7[/SKETCHFAB]
Programs Used:
3DS Max
Zbrush
Substance Painter
Unreal Engine 4
Throne by itself
Textures: In order
Normal, Base Color, Roughness, and Metallic
Throne
Throne seat
Tesla Coil
Software used: 3ds Max, Zbrush, Photoshop, Substance Designer, Unreal Engine 4, Marmoset Toolbag
Beauty shots in Unreal Engine 4
Throne breakdown from Marmoset Toolbag
Throne textures
Inspiration and reference sample
[http://www.polycount.com/forum/showthread.php?t=150831]
Hello
I'm a student in Game 3D and I'm alone for this contest.
I used 3Ds Max, Substance Painter and UE4.
"Andrew is a lonely child and unsociable, I am often worried about him..."
Submission :
Snakos
Aton's throne
My Thread : http://www.polycount.com/forum/showthread.php?p=2274728#post2274728
Software used :
3Dsmax
UE4
Substance Designer and Painter
Photoshop
Beauty shots :
The throne and construction shot, i didn't made hipoly model :
Preprod :
Just an ordinary throneroom for an ordinary technomancer!
WIP:http://www.polycount.com/forum/showthread.php?t=148305
Soft:
3ds max
zbrush
photoshop
udk
substance designer
topogun
xNormal
ndo, dDo
Marmoset toolbag
Rendered in UDK
The whole scene ~ 270000 tris
[ame="http://www.youtube.com/watch?v=ARy0EJv0gxc"]http://www.youtube.com/watch?v=ARy0EJv0gxc[/ame]
wip : http://www.polycount.com/forum/showthread.php?t=148923
Programs used :
- Maya
- Photoshop
- Quixel suite
- Zbrush
- Unreal Engine 4
Submit Final :
Development blog
http://www.polycount.com/forum/showthread.php?t=147941&highlight=baal
Beauty shots
Throne design (high and low poly)
Texture map
Initial concept
[IMG][/img]
I hope you enjoy.
- WIP Thread
http://www.polycount.com/forum/showthread.php?t=146957
- Programms Used:
- Blender 3D
- ZBrush
- Substance Designer
- xNormal
- CS6 Photoshop
- Unreal Engine 4
- Beauty Pictures
- Throne of Kings
Textures
I hope it is solid enough.
Good luck to you all.
Cheers!
Cactus themed seat with flowery scent under giant pavilion overlooking scenic garden of paradise. Superb for dreamy relaxation or restful meditation.
Software used:
Painter, Zbrush, Lightwave 3D, Substance Painter, Unreal Engine 4
WIP thread:
http://www.polycount.com/forum/showthread.php?t=148250&highlight=chuartdo
I'm glad I finish my entry on time , good luck to everyone!
[ WIP ]
http://www.polycount.com/forum/showthread.php?t=149239
[ Programs used ]
Photoshop
3DS Max
Inkscape
Knotter
UDK
[ Final Shots ]
[ Throne ]
[ Texture ]
Here is my submission for the challenge. And a challenge it was!
Thread:
http://www.polycount.com/forum/showthread.php?p=2238935#post2238935
Software:
ย MODO
ย Substance
ย Unreal 4
Except for the floor and the cubes standing in the middle of everything, the entire room is textured using a single master substance.
Screenshots taken directly from Unreal, with no post work. All grading etc was done in engine.
For the throne, I don't have a highpoly. It was simply a low poly with the master substance applied to it.
Good luck to everyone, and a big thanks to Allegorithmic and Polycount for making this challenge! Was definitely a learning experience
-
I am Lakota, and here is my throne room submission for this contest.
Here is my thread that I have maintained during this contest: http://www.polycount.com/forum/showthread.php?t=147219
The software I used for this project are:
Maya
Unreal 4
zbrush
xnormal
photoshop
substance painter / designer
I really enjoyed participating in this contest, This is the first contest that I have participated in with this community and I am looking forward to seeing the winners in the coming week or so.
hey, you guys are awesome.
My name is Marwan and I'm a student in a french school. I'm learning 3d since the start of the school year (end September), and I really love this so much !
This contest was a really good exercice for me, I learned so much things, thanks a lot
I wanted to give my scene some "global dirt" to let think that a party took place here, or a concert of electro/dubstep/chill music (or whatever you want ), and now, there is no one in this place.
You can look at the thread where I posted my works here : http://www.polycount.com/forum/showthread.php?t=150707
Soft used :
- 3ds max
- Substance Designer
- Substance Painter (just for one asset)
- Xnormal (when I couldn't do some maps on Substance Designer)
- Unreal Engine 4
BaseColor, Normal, Roughness, Metalness, Emissive and BaseColor, Normal, Roughness.
BaseColor, Normal, Roughness, Metalness, Emissive.
BaseColor, Normal, Roughness, Metalness and BaseColor, Normal, Roughness, Metalness.
Our WIP thread : http://www.polycount.com/forum/showthread.php?p=2275014
Story : It's about a lonely king who likes to explore planets and looking for crystals on his flying giant rock where he made his own throne on it.
Tools used :
- Maya
- Photoshop
- Spacescape
- ZBrush
- UE4
- And of course Substance Designer & Painter !
The Wireframe :
The beauty shots :
And the texture sheets :
The control sphere :
The support of the sphere :
The seat :
The crystals of the throne :
My name is AndrewMKelley, and this is my Throne Room submission for the contest!
[STORY]
Inside of a giant facility of steam technology that humanity has secluded itself within, a grand throne has been constructed to commemorate the first king of the new civilization, and within this throne is built a clock to signify that the first king stole the reigns of fate from Time for the sake of Man.
[WIP]
http://www.polycount.com/forum/showthread.php?p=2275038#post2275038
[SOFTWARE]
3DS Max
ZBrush
Photoshop
Quixel Suite (NDo and 3Do)
Unreal Engine 4
[CONCEPT]
[REFERENCE]
[SHOTS]
(Higher res shots are available on request)
[THRONE CONSTRUCTION SHOTS]
[OPTIONAL VIDEO]
A quick flythrough of the level.
[ame]https://www.youtube.com/watch?v=UrrwHh8_Jq0[/ame]
Good luck to everyone! There's some really amazing stuff
on this thread!
First, here are the beauty shots of my throne:
Then, here are some of the texture maps for the throne (I picked the more interesting maps as the throne is made up of a lot of little pieces)
Here's a wireframe of my throne form Maya:
Finally, I didn't really have much in the way of concept art, but I was trying to emulate Psychonauts. http://a.pomf.se/valdhd.png
Also it was an excellent opportunity to learn and improve more about the Substance Designer, Unreal 4 and Zbrush pipeline combine with Autodesk Maya as 3D Package.
Softwares:
- Autodesk Maya 2014
- Substance Designer 4
- Unreal Engine 4.6
- Zbrush 4R6
seven seas. Each spieces has itโs own leader. From the majestic Whale Queen to the inconspicuous Plankton King, they are legion to reign under the seas.
Let me show you the realm of the peaceful Anemone King.
Software :
Softimage
Zbrush
Photoshop
Substance Designer
Substance Painter
UE4
Original Post :
http://www.polycount.com/forum/showthread.php?t=148681
Here is my inspiration board :
Some Concept and drawings :
The Throne :
And the final result in Unreal Engine 4 :