Starting a new env piece. Probably going to use UDK.
Inspired by Christina's World by Andrew Wyeth and some of Edward Hopper's landscape/house paintings.
Lighting will be an overcast sky with clear sky on the horizon, and a sunrise.
Made a quick blockout in Max, playing with colors and composition. Doing a rough paintover, still in progress...
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Spent a little more time on it today.
I don't think the scene will stay painterly though. That'd be tough to pull off with normal mapping. Might give that a go though, I like the idea!
*subs*
Not much time today, but I did manage to add some trees.
Rearranged things a bit, detailed the rocks.
Next task will be to crash a tree into the house, over on the right side.
Tried a bunch of different approaches, trying to get a mix of painterly and realistic, but also staying in the realm of the concept. It's hard to get it the way I want. I want to avoid the soft-clay look, but I also want to have more obvious paint strokes. Not quite there yet, still working on it.
Anyone know if there's a way to get layers in Polypaint? Would love to be able to erase/blend things more.
Feedback welcome.
Spec's not showing up, need to get a better shader.
Here are a couple reference sheets, rock styles I like...
As far as making the rocks look rocky, I've used the polish brushes to flatten out faces, I'm sure there are more brushes in zbrush to achieve that but I barely ever use it. The ORB crack brush would probably be useful as well to chisel out sharp details.
ZBrush model was kind of low-res. I think the strokes could use improvement, and I need some planar faceting to make it more rock-like.
It takes some getting use to but it gives really great results when combined with hpolish.
http://www.polycount.com/forum/showthread.php?t=83605 This thread has some awesome tips on rock sculpting!
Awesome work so far though Eric keep it up
Seriously though, yeah I'll probably revisit that. I was trying to get some more life in the scene, as the house seemed a little bland. But going back to my inspiration, that's just how these kinds of houses are. The details and texture will help. Also I think wild untamed grassland will help sort it out too.
For example, Edward Hopper "Ryder's House". I love the simplicity and focus here.
OK, so I worked the rocks a bit more. Getting closer.
Working in UDK on the rocks and stairs.
if you really want to put the house up there my only concern would be scaling issues with the rocks and stairs. Just saying
Good point about scale, I'll get the house blockout in there and see what's up. I have a feeling the perspective view is over-exaggerating the stairs scale.
I'm using a vertex blend shader for the moss, so it's all painted in with the mesh paint tool, it's very easy to adjust later once I get the other assets in there.
Not happy with the lighting yet, too much black AO. But getting closer!
The grasses:
Not totally happy with the lighting yet, but it's getting closer.
Please excuse my ignorance, do you just project the high polys onto planes?
I'm still learning a lot at school. Used to go straight to Photoshop for foliage; it never occurred to me of such a technique.
Thanks again.