I have tried making Moonlight Peaks - Prop Designs by Daphne Fontijni while doing it i have tried to combine with other tryouts from original creator.I am not happy with legs though, couldnt think of a way to make them something i would like so i left them basic.This is the low poly version of it, i will start high poly detail sculpting sometime.
Created an environment based off of a referenced drawn by Anya Jo Elvidge! Follow this link to her website: http://anyatheartist.com/ This was most definitely a challenge with many moving parts, but I had so much fun adding my own spin to it!
@LeoNexus6 Great progress! Some tweaks that would improve it even more in my opinion: Also currently all surfaces look rather matte/unreflective, some more smooth/reflective bits could add variation/highlights - but matter of taste.
However for me it's lacking in composition, my eyes don't know quite where to go, and I land on the upper part of the doors where it's lit pretty flat and not very interestingly.
I think it would help to study composition, how to lead the viewer's eyes around your piece, and thus get them excited by your work. There's a lot to learn about composition, but it's been used and studied for hundreds of years, the old masters were really good at this. Lots of good resources now to learn from: http://wiki.polycount.com/wiki/Concept_Fundamentals#Composition
For past few weeks, I have been sick but thanks god I catch up the progress. Hope no flu in winter! Everyone is healthy! I have created the props such as: Pickup/ Carton/ Aircon /Barrel /Crane /Bar&Ropes in the truck /Newspaper /Tape on the floor /Coke /Plank Kit /Pipe /Manhole Cover /Stairs. The workflow is pretty normal, nothing special: 01) Make lowpoly in maya. 02) Import to ZBrush to make highpoly, the brushes I used are from stylized sculpt guru--orb, Michale Vincete. Brushes are for free. 03) Then bake and paint textures in Substance Painter. Export textures to 3 files, Basecolor/Normal/Merged Channels( I merged Metalic/Roughness/AO/Height if needed) 04)Import assets: Model/Textures to UnrealEngine5. I also ceated some tillable textures in substance designer: Wall and Floor. They look well for me so far. So here is the progress. All feedback is appreciated!
It is great and motivating to see everyone's progress. Good job!
Hi! That's probably the result of nearby geometry projecting onto each other. Check out Painters "Match by Name" option. The wiki entry on Texture baking describes the option of exploding the mesh. Personally with the options Painter and Toolbag (Bake Groups) offer, didn't do so since forever.