Spooky mummy in hybrid GB/PSX style - 452 triangles, rigged, 32x128 texture
more doodling, sculpted in blender, painted in zbrush polypaint
Ruz
Asura
Just wrapped this project for Gnomon Workshop up and it's published now as well!
more images and info: https://www.artstation.com/artwork/ArBZeq
Dominique_
I'm working on an environment in UE5, I would love some feedback on it!
Topic: UE5 LANDSCAPE — polycount
I bet Frank will be tempted to work up some relevant examples. But frankly (!) it's all there in his sketchbook already if you take the time to read, experiment, and absorb the knowledge feast that's being filleted and fricasseed by our fearless Frank.
Eric Chadwick
@wrd0mth Thanks for the flame shader :d
Good job everyone!
I'm a bit late with my final creation, but it's done:
https://www.artstation.com/artwork/3qXGJo
Great progress guys! It's nice to see others sticking more to the reference! I felt asymmetry could have definitely helped making the result more interesting, but I got lazy.
I have so many questions about your work :)
@PaulJChris How do you manage many objects in a scene? I feel overwhelmed when using blender and decided to have just few different pieces which is still quite annoying to deal with
@squarebender I projected the UVs from the view in blender, baked ao and curvature and used it as a base to paint the diffuse in gimp. Are you using a similar method?
@SORENU I interpreted the stone in the reference as being bright/brightly lit but not shiny. I think mine is too shiny for example, as it can be seen in the overpaint that Fabi_G did how making it less shiny would probably look better. I think Fabi_G overpaint is an amazing reference on how to improve our work!
@Fabi_G impressive how fast you completed the environment! I actually prefer your lighting more than the reference because it feels more like a night scene. The reference is quite bright and I still can't tell if it's supposed to be a scene light by sun rays coming in or by the moonlight (I think the latter because of the dark window, but who knows)
Unfortunately I didn't have much free time in the past few days. I started implementing the advice from Fabi_G. I need to not be afraid of overdoing it :) For example the edges are still overly white and I couldn't add damage/blocky breakup that didn't look too artificial/flat. I think I will leave the rest for later so that I can continue. I added a fire which I need to bring closer to the reference, right now it looks too bubbly. I experimented a bit on texturing the hammer and the vases. I feel they look out of place when textured separately instead of sharing the diffuse with the stone blocks, but of course that does not give much room to later changes in the position of the objects. Maybe that can be solved with better lighting. I also tried using cycles rendering engine instead of eevee for blender. To be honest I can't tell which one yields a better result. The gold in cycles (left) looks better to me and it's higher contrast (too high contrast?).