Snefer, sorry I was rushed earlier. The width of the clock looks ok but it looks really tall, especially now comparing him to a character in the scene. (example of height - http://i.ytimg.com/vi/DpZWsx7qDFc/0.jpg. I also feel like the panels are dwarfed in the scene. Perhaps they're not too small but it could be because you have such tall walls and such large door and window cutouts.
Quickel: yea, you are right about the clock, its a bit too big, have to scale it down. It is higher than those in that reference though, its based on an actual clock i saw in a museum, which was freakishly big : D The paneks are supposed to be about one meter high : ))
loving the details, but im not getting a brilliant impression of what your doing with the big shapes, the environments design, im guessing its going to be a shingle money shot type... any ideas for final comp etc?
SHEPEIRO: nah, im pretty much goofing around. I think it will be more than a single shot, probably a flythrough of some kind, so I will probably expand the environment a fair bit.
Made a roof for the hallway and worked a bit on the walls and shaders etc : ))
wow so amazing!!! it has the detail level of David Lesperance's work, but you have taken the extra steps and put in real time. which is something I can respect so much more. O_O Stay metal man.
it would be awesome to play a myst style game taking place in this kind of enviro.
Unlike shooters, such games encourage player to take their time and look at every detail as he searches for all the little clues.
Hey fantastic high work, now don't scold me for asking but these are still early wip textures right? Because they're very flat, most just a block overlay, they're in need of some serious grime, edge wear and sun bleaching
I really dig the direction your going for, enormous opportunity for some really gritty yet extravagantly stylish pieces.
That is such a gorgeous ceiling! I subscribe to the long list of people that want to see a stream of your process
PS: I wish they were still making games like Myst, but one can always aimlessly roam an environment even if it's not mandatory (I spent my first week playing Skyrim taking screenshots all over the place like I was a little kid on their first trip to Disneyland...)
Thanks for the comments. : ) Yeah, its all ingame in UDK.
Blasoid: yeah, thats the vibe im going or, an environment that you would want to explore and stop and look at. : D
Well there certanly something to look at there.
Any chance you could upload direct feed vid later once the scene is done, I would hate to see it ruined by video compression.
Mask_Salesman: yup, thats a correct assumption, sofar I have not done any actual texturepainting, but I am starting with that now : ))
ZacD: yeah, they are still the placeholder leaves from the UDK foliage demo, will make my own ones later : ))
Money: hmm, what do you mean with direct feed? : ))
Here is a textured version of the trim. Bit exxagarated small detail, but the moody lighting kinda kills it anyway.
wow. so inspirational. hope you don't mind me asking but are all the tiny decor bits modelled serperately in max/maya or are they created with alphas in zbrush?
Money: ah, I dont know, I think vimeos HD-videos are pretty decent though : )
Pookhan: I will be doing some live streaming of building an asset for this scene as soon as my internet comes back online again ^^
daylehodgson: Everything is built in modo sofar, so no sculpting in zbrush whatsoever : )
Made a cap for the end of the wall, will do a destroyed version for the other side, the circle in the middle will hace some kind of painting on it once i get to texturing : ))
Necropost! Was looking through my unfinished stuff and figured I might aswell finish up this one, and add a bunch of stuff I wanted to play around with anyway, so im gonna do some covered up furniture etc aswell : )) And alot of stuff needs to be redone because its horrible, but i'll get to that. Putting in some new placeholder meshes etc : )
thanks for the comments, hopefully I'll be able to wrap this up pretty quickly, Im more or less ignoring any technical aspects and just throwing stuff out there. ^^
urgaffel: yeah its the SSAO that have a bit messed up values, need to bring that distance down a bit : D
The leaves on the ground looks a bit of with the shading, lack of shadows I think also because of the unique shape they have, you can easily tell they are repeating.
Also I think the grain is to much, mostly in the areas that are in shadow.
The right curtain in the third picture seems to mess up with the DOF.
Stromberg90: yeah, I just made one quick testmesh for the leaves, and no randomisation-shader for them yet, so they repeat quite a bit sofar, but i will get on that : ) And yes, it looks off with the shadows in some places, partially because it was a medium quality bake, and also because I need to up the rez on the lightmap to get that kind of fine detail to show up. : ))
The grain only gets added on in dark areas, so thats why its a bit much when its dark, but maybe I should pull it back a bit. The curtains are translucent, so thats why, not sure how to solve that though,
leopadua3d: Thanks! Around 2k texturerez per object, i dont care that much, I still mirror and tile as much as possible though, simple because its easier, faster and more efficient to work that way. The biggest limitation is taking the time to build the lowpoly properly, that takes time for these kind of assets : )
Joopson: thanks! Next asset i will livestream, this was just a quick thing. Will livestream when i build the chair or fireplace I think.
Mostly googling baroque and then just freeballin tbh when it comes to the designs. And i'll def post the livestream in the thread : )
Baked it down and threw it into UDK, managed to screw up and get huge UV-seam, so i will have to redo it, bleh ^^ Will post wires with next update : )) Here's a UDK shot and unlit diffuse in modo.
Replies
Made a roof for the hallway and worked a bit on the walls and shaders etc : ))
[Edit]: With the environment.... weirdo.
It's UDK. I don't think he mentioned it, though, until the previous page.
it would be awesome to play a myst style game taking place in this kind of enviro.
Unlike shooters, such games encourage player to take their time and look at every detail as he searches for all the little clues.
Blasoid: yeah, thats the vibe im going or, an environment that you would want to explore and stop and look at. : D
I really dig the direction your going for, enormous opportunity for some really gritty yet extravagantly stylish pieces.
PS: I wish they were still making games like Myst, but one can always aimlessly roam an environment even if it's not mandatory (I spent my first week playing Skyrim taking screenshots all over the place like I was a little kid on their first trip to Disneyland...)
Well there certanly something to look at there.
Any chance you could upload direct feed vid later once the scene is done, I would hate to see it ruined by video compression.
ZacD: yeah, they are still the placeholder leaves from the UDK foliage demo, will make my own ones later : ))
Money: hmm, what do you mean with direct feed? : ))
Here is a textured version of the trim. Bit exxagarated small detail, but the moody lighting kinda kills it anyway.
Pookhan: I will be doing some live streaming of building an asset for this scene as soon as my internet comes back online again ^^
daylehodgson: Everything is built in modo sofar, so no sculpting in zbrush whatsoever : )
can you maybe show some wireframes?
and are you using tesselation for those trims or is all the detail in the model?
Any updates?
This is a brilliant piece! I salute you on your boldness to do the details and the brilliant execution on the textures. Very unique.
I'm really looking forward to see this piece done. It is worth an award!
Keep up!
Keep it up!
amazing.
urgaffel: yeah its the SSAO that have a bit messed up values, need to bring that distance down a bit : D
Doodelidoo doodelidaa, added more placeholder props, tweaked the room, composition, tweaked textures and shaders, added some small leaves etc : )
The leaves on the ground looks a bit of with the shading, lack of shadows I think also because of the unique shape they have, you can easily tell they are repeating.
Also I think the grain is to much, mostly in the areas that are in shadow.
The right curtain in the third picture seems to mess up with the DOF.
The grain only gets added on in dark areas, so thats why its a bit much when its dark, but maybe I should pull it back a bit. The curtains are translucent, so thats why, not sure how to solve that though,
If you call this quick and dirt, I wonder what would be the end result when you say: here is a final polished and waxed.. lol
Very nice man. Still on the 2K per object? How many Polys on the scene at the moment?
Keep up! Your work is as classy as it gets.
Man, eff-you!
[I love this scene so much. I want a horror game set in this world.]
[I'd love a tutorial on how you do those details in the frame]
Joopson: thanks! Next asset i will livestream, this was just a quick thing. Will livestream when i build the chair or fireplace I think.
Awesome man can't wait for it! Could you kindly give a notice on this thread when you do?
Baked it down and threw it into UDK, managed to screw up and get huge UV-seam, so i will have to redo it, bleh ^^ Will post wires with next update : )) Here's a UDK shot and unlit diffuse in modo.