Hi chris, could you share how you did your mountains? Did yopu do landscape or terrain?
I used terrain on my project that i'm working on and i'm having a lot of scaling issues. I like your rocks as well, what workflow did you use for that?
Mine is in CryEngine so it's terrain. No normal maps, just color. The scaling issues comes from you trying to make mountain without having any distance for it to build up. Rarely you see big mountains coming in out of nowhere but are built up over miles and miles. In my case, it's a couple of kilometers. Not perfect but since I can't do a lot bigger in CryEngine without destroying performance it'll have to do.
Another thing to note is to actually make super big mountain props that you can place in the background instead of using landscape or terrain.
The rocks are simple, tiling texture letting the polys do the talking together with the SSAO. That way I can do lots of different shapes using the same texture, I just put enough bevels in there
Mine is in CryEngine so it's terrain. No normal maps, just color. The scaling issues comes from you trying to make mountain without having any distance for it to build up. Rarely you see big mountains coming in out of nowhere but are built up over miles and miles. In my case, it's a couple of kilometers. Not perfect but since I can't do a lot bigger in CryEngine without destroying performance it'll have to do.
Another thing to note is to actually make super big mountain props that you can place in the background instead of using landscape or terrain.
The rocks are simple, tiling texture letting the polys do the talking together with the SSAO. That way I can do lots of different shapes using the same texture, I just put enough bevels in there
Thanks a lot chris, i'll start making some zbrush sculpts of distance mountains after i get more props in my scene. Hero props that is. Keep it up, it's looking good.
Gir I think you should go back and define his muscles a little bit more before adding the crack detail and such. He's looking really smooth and rounded. That way you could integrate the cracks and rough detail in the anatomy a bit.
Just discovered how to utilize smart objects in photoshop during the tiling texture workflow process. Tryna put it to good use ya'll. Aiming for a lunar, wartorn terrain. This render sits the texture at about 512.
working on this beastly tree for an environment i did for a student project.
base modeling done in max, now finishing up some minor sculpting and then on to more detailed texturing
Still working on color and shaders. I'm still fighting with the bulb color I like the top one way more, but the bottom is more true to the concept colors. I'm also working on the flesh and how to separate it a little more.
Lovely, you nailed that alien organic bulb look !
Upper one looks better simply because yellow mixes very well with purple.
Green seems to mix better with browns and blacks.
You don't always have to follow concepts 1:1, I find clients usually like to see those pushed farther than concept.
Decided to post this here as its still too early in the concept phase to post anything big.
Working on a environment, but i have decided to make it a challenge and enforce the following rules
Sub 1k models
No textures, only vertex colors and flat materials.
Everything must have hard normals.
I'm having issues in CryEngine with the ground color not matching the material colors that the meshes have, anyone know a fix for this?
and then i thought i would try out marmoset and accidentally saved my psd as a material so now the psd is screwed and i have to start texturing all over again fuuuuuuuuuuuuuu!
Decided to post this here as its still too early in the concept phase to post anything big.
Working on a environment, but i have decided to make it a challenge and enforce the following rules
Sub 1k models
No textures, only vertex colors and flat materials.
Everything must have hard normals.
I'm having issues in CryEngine with the ground color not matching the material colors that the meshes have, anyone know a fix for this?
Still new to cryengine but I think I know he answer. If you look at your materials in the material editor under lighting settings there's something called diffuse color. It should be set to 186,186,186 (or 128,128,128. I believe 186 is correct but I've seen the number 128 being thrown around as well). It is oftentimes set to 255,255,255 when you import objects with materials. Hopefully this'll solve it
Started working on his anatomy. need to go through and smooth out the muscle groups a bit and tweek. Not really happy with the shoulders so I will play with those. NEED to start on the hands. Also added a quick singlet to get the vibe.
Ah, what I did was I saved out my texture as a PSD at the resolution I wanted to work with. I then opened up a new blank document at that same resolution. I imported the texture into the middle of the screen, then changed the canvas size so that I had room enough to fit one more of of the texture on each side, creating an array of 9, I copied the texture in a grid pattern.
NOW, here's where the magic happens, when you imported your texture, it should've come in as a "smart object".(which up until yesterday I had no idea what that meant) But anyways, you're going to want to right click on one of your layers (probably the layer containing the texture in the exact middle) and click "edit contents". This will open up the original texture in it's own document for you to work on along side the array of 9 textures quilted together next to you.
Working on the newly opened single texture, you can then make any edits your heart desires, then by simply saving your changes, your texture will immediately update back in the array.
I found this amazing for editing out any awkward seam fixes or over all inconsistent patching! I can't believe it took me so long to find out about this method!
I forgot to post my brick wall when I finished it. 12 millions of triangles from the sculpt (16 bricks) -> retopo + composed as a wall = 350K triangles -> Retopo of the composition = 3100 triangles.
zBrush :
(I will never do that again, the perspective is totally screwed and the brushes change their size regarding the side you look at.)
Replies
And my humble contribution to this thread:
I really love it, and it look badass. If TES had one of these....
Anyway, fixed my old model, and going to start texturing it soon.
Mine is in CryEngine so it's terrain. No normal maps, just color. The scaling issues comes from you trying to make mountain without having any distance for it to build up. Rarely you see big mountains coming in out of nowhere but are built up over miles and miles. In my case, it's a couple of kilometers. Not perfect but since I can't do a lot bigger in CryEngine without destroying performance it'll have to do.
Another thing to note is to actually make super big mountain props that you can place in the background instead of using landscape or terrain.
The rocks are simple, tiling texture letting the polys do the talking together with the SSAO. That way I can do lots of different shapes using the same texture, I just put enough bevels in there
Thanks a lot chris, i'll start making some zbrush sculpts of distance mountains after i get more props in my scene. Hero props that is. Keep it up, it's looking good.
8,959 tris
2x 1024*1024 D/N/S
Just another render..
How are you using the smart objects in this case?
Love this!
base modeling done in max, now finishing up some minor sculpting and then on to more detailed texturing
(old version of the tree in the environment)
here is something I am working on :
I also posted it in my sketchbook and I would love to get some feedback
4 hours maybe it was longer than my normal block outs cause the head looked like a pig for ages haha still got heeeaaaapss to change haha
Lovely, you nailed that alien organic bulb look !
Upper one looks better simply because yellow mixes very well with purple.
Green seems to mix better with browns and blacks.
You don't always have to follow concepts 1:1, I find clients usually like to see those pushed farther than concept.
Almost done.
Working on a environment, but i have decided to make it a challenge and enforce the following rules
Sub 1k models
No textures, only vertex colors and flat materials.
Everything must have hard normals.
I'm having issues in CryEngine with the ground color not matching the material colors that the meshes have, anyone know a fix for this?
and then i thought i would try out marmoset and accidentally saved my psd as a material so now the psd is screwed and i have to start texturing all over again fuuuuuuuuuuuuuu!
Started working on his anatomy. need to go through and smooth out the muscle groups a bit and tweek. Not really happy with the shoulders so I will play with those. NEED to start on the hands. Also added a quick singlet to get the vibe.
Still so much to do.
Keep rocking the rads polypeople
I think this guy is about ready for some poly paint
Here's my final for the Bioware challenge :
I'm working on a robot with casual clothes, a brawler or something. It started out as an appleseed tribute, but then I just changed it gradually;
test first reply
Guedin: soo nice! really love it!
Ah, what I did was I saved out my texture as a PSD at the resolution I wanted to work with. I then opened up a new blank document at that same resolution. I imported the texture into the middle of the screen, then changed the canvas size so that I had room enough to fit one more of of the texture on each side, creating an array of 9, I copied the texture in a grid pattern.
NOW, here's where the magic happens, when you imported your texture, it should've come in as a "smart object".(which up until yesterday I had no idea what that meant) But anyways, you're going to want to right click on one of your layers (probably the layer containing the texture in the exact middle) and click "edit contents". This will open up the original texture in it's own document for you to work on along side the array of 9 textures quilted together next to you.
Working on the newly opened single texture, you can then make any edits your heart desires, then by simply saving your changes, your texture will immediately update back in the array.
I found this amazing for editing out any awkward seam fixes or over all inconsistent patching! I can't believe it took me so long to find out about this method!
zBrush :
(I will never do that again, the perspective is totally screwed and the brushes change their size regarding the side you look at.)
Marmoset :
UDK :