After a hibernation phase of many years, we made the call to revisit the project that our studio is named after.
Wondering what it would be like if we dive back into that world with new ideas, a different approach, a mix of Airborn veterans and new team members, and the determination to use the latest technology to push stylized game art and stay true to the core pillars of the work that was done way back.
And without further ado, we proudly present the result! For more details, a bit of project background and credits, please check our blog entry to go along with this post!
Enjoy :)
Finished making a tutorial on how to make a semi-procedural zip tie in blender
MrNinjutsu
I really like it. One thing that I noticed is that the smoke from the chimney can get easily lost and look like a cloud. Perhaps a darker coloured smoke?
nexussim
ArtStation Link Here: https://www.artstation.com/artwork/3qnmJD
This Environment is made in Unreal Engine. It was actually more a project for myself to understand how to create a nice Landscape using the Virtual Texturing, Stylized Foliage, Rocks and also how to create a nice composition and a color palette.
I was highly inspired by some other artists: Jasmin Habezai-Fekri, Sophie Rose Stübinger and Victoria Zavhorodnia.
The House is actually based on the Concept Art Farm Fable from Kiel Whitaker (https://www.artstation.com/artwork/g2LvL8)
In this project I also learned how to create Foliage and Rocks.
The softwares I used are: Unreal Engine 4, Maya, ZBrush, Substance Painter, Substance Designer and Adobe Photoshop.
I also wanted to learn how to make a Stylized Sky, unfortunatly the final result in the Sky is not what I wanted to do, the clouds are actually planes with the textures of the clouds. From other Environments that I saw, I think the other artists use a SkyBox or SkySphere but I'm not sure.
Pmartinlopez
I think @FrankPolygon 's sketchbook is a great place to dig into. https://polycount.com/discussion/221392/sketchbook-frank-polygon/p1
Eric Chadwick
a normalmap can only do so much, if the lowpoly shading is bad, if the normalmap doesnt have enough resolution etc it can only fail compensating for these things.
what does the lowpoly look like without normalmaps?
what do the UVs look like?
i guess its all one polysoup with one smoothinggroup, creating a unch of nasty artifacts on the lowpoly. harden some edhes, split some UVs or add more geo to help the normalmapmap
Open them in UE5, mess with lighting a little, take screenshots?
What ever your issues are with the look going on there, it's probably not the fault or limitation of the UE renderer. Originially the lighting in the scene are imo kinda flat because of some unrealistic fill lights that'll blow out some areas.
So literally just making the light more realistic by deleting them I think it takes the edge off just in itself.
The other thing that might be borking things is I turned the brightness down on some of the white textures. I think they were a tiny bit too white> once you get to the far ends of value in albedo, they can mess with the amount of ambient light in a scene. So that RGB 255 white texture is going to look off, and make other things look off
I'm not a lighting artist by any stretch, so maybe it still looks weird?
Haha wait what?
Airborn is teasing an update on polycount?? WHAT YEAR IS THIS?????
I have come back from the grave just to express my incomprehensible excitement.
Godspeed Airbørn team.
Godspeed.
I haven't hand painted since my first year of university (3 years ago) so wanted to give it another go with this piece! 😁
More here 👉 https://www.artstation.com/artwork/X1wamn
Based off this gorgeous illustration: https://www.artstation.com/artwork/v2v36O
SopheeJay