long time lurker here. First time taking part in the challenge and really excited about all these concepts.
I am working on the hard surface prob and have the basic model down. Maybe already lost myself in some detailing
At the moment I am trying to find a good balance on textures, trimsheets and tileables as I intent to make it a game ready asset.
Since this is to showcase in my portfolio I would like to get the best result but with an industry standart approach.
Would love to hear a recommandation on texture layout. Maybe I should give everything a texture map, like 6 maps, without trims / tileables?
For the feedback part:
@cturbo: In the rules is a bullet point about adding your own touch and ideas.
"Feel free to change up your chosen concept a bit if you want! Interpret
these concepts to your liking, especially if your aim is to add
storytelling elements."
@vladoralis: I would recommend taking a closer look at the height and scale of the room. The ceiling on the ground floor seems really low, like 2.5m, compared to the reference probably like 3.5 - 4 ish. If thats what you intend to do sure go ahead The stairs feel quite flat too because of how low the ceiling of the ground floor is.
@virtualman looks really cool already. really nice mood you got going already. not much to add really
@Dvin_ looks good. Maybe the stairs a touch to wide but thats just nitpicking really... :P
@Badgoing really like the references you gathered. they fit very well with the concept. I can recommend the Hitman level dartmoor if you need more.
Did the highpoly + lowpoly, baked & imported updated female infested
race to UE5. More concept work done on the automaton race. And there we
have it folks; five races, fitting for a quintuple A game.
Male infested baked & in UE5. There's a lot of polish work & actual painting (not polypaint) to do, UV layout work etc. I'll be doing all of this once the fifth and final race of Project Nova are complete; the Automatons.
Done for now, retopology underway & female version up next. Removed veins, too much work, especially if I want to create other infested things (which I will) and I can probably get some sort of procedural geometry node wizardry to work instead.
Very late update on Project Nova, normally these are posted on Wednesday or Thursday morning, not Friday. Had some IRL stuff to take care of, but it's all sorted now. Added head spikes to differentiate the back profile, polish, separated polypaint into layers, removed subdivision level 7.
I've gone through a number of redesigns on the infested race, as what I have in mind is very specific. I think I've settled on a design I like now. Yes, I am nixing the concept of animated face plates, but I think the design, while cool & interesting, is a bit too much for a player race. Compiled here is a history of the redesigns, as well as the current bone-helm aesthetic. The jaws have been pushed forward to allow for biting in combat and feasting on the corpses of the slain, the cranium is naturally protected from blows, and feature curved spikes to rip flesh in order to spread infestation faster.
Plans going forward are to detail & polish the male infested, make the female version, and continue with a much needed de-humanization rework of the abyssal race. I think the vampires are in a fairly good spot design-wise for now, but I might change my mind later on that.
had a sleepless night and wondered whether, after this thread, I could convert the edge rendering tool to generate the normal directly. Turns out I can
obviously the UI will need some tweaking and there are some seam issues that could be improved and I haven't tried anything more complicated than the cube All I can say is tangent space normal maps what a ball ache long live object space ! will post it up when it's in and acceptable state seems i've got work to do.... thought I could get away without actually having to compute the tangents (you don't if your uv are correctly aligned ) Oh well time to roll out the Lengyels