I had to built a medieval scene with a feeling of verticality using 1024/1024 pixel for the textures.
According to the short amount of time allowed for this test, I didn’t had to finish all the scene, only 2 assets had to be done completely. Same thing about the lighting it was quickly done just to give an idea of the atmosphere.
I’m going to finish this scene by tweaking some elements here and there, and adding a lot of new assets:
Looking really good. The pillars are very nicely textured.
Only crit i have is that the walls immediately appear as a floor texture to me. Really nice mind you, but i cant help but feel that the bond you have chosen is more suited for a floor tile layout...
Only crit i have is that the walls immediately appear as a floor texture to me. Really nice mind you, but i cant help but feel that the bond you have chosen is more suited for a floor tile layout...
I thought the exact same thing. Other than that its looking good.
Thanks guys!
In fact I plan to remake the texture for the wall with more regular stone. Then a mask/blend will add some varation with dirt effect. I will add to piece of wall like if wall have been made in stone with lime plaster and that surfacing felt here and there.
I have to make some test also with the wooden plank on the floor, because the idea is to see the stones of the floor between that planks.
Disheveled Zen > Are you speaking of the arch or the ceiling?
This is the window, closed by shutters (new asset). It still need the metal part to lock them and other ornaments.
The corinthe leaves have been made with an other subtool, to bake an alpha.
that's a shame you didn't pass the test, I think it looks great for 9 days for work. My only crit on it is the lighting for the Medieval Hall, the lighting from the window and the wall torch light are competing. I think the outside sunlight should have more of dominating light than the wall torch and should serve as your main key light-- if that's what you are intending to do. other than that- I like your architecture a lot :]
** wonders which company is the art test for O_O? **
Infact the lighting was just to give an atmosphere, I prefered to focus on the assets ^^
Anyway with the new disposition and the new elements in the scene, it will be totally different. The torchs will be swap for lanterns and candles. Then plants and drape will bring a new touch too
You seem to be mixing quite a few architectural styles here - classical or neo-classical columns, Gothic arches, and embellishments that seem to have definite Moorish or Turkish influences.
The stone work is also inconsistent - crudely formed overall, but with some finely carved details. While the rough stones allow you to have fun with the normal maps, a smoother finish might be better overall.
You might want to take a look at architectural examples, to get an idea of how the stones are placed.
DWalker > I do not pretend to make a pure medieval realistic scene!
I'm using, as references, the books of Viollet-le-Duc'c works. That man was one of the precursor of the "art nouveau", so he was criticised for his vision of the medieval architecture. But I'm in love with the "art nouveau" and I wish to do a personnal and modern vision of a fantastic medieval world
About fantastic, there will be some fantasy elements (strange creature's skeleton, glowing crystal, arifact, etc.)like if some mystic man, like Merlin lived in that rooms.
Chase > This is the window part, not the door! And yes, as said above, I sculpted the acanthe's leaves (ornament) in an other subtool to bake and alpha I used for this one.
Infact the lighting was just to give an atmosphere, I prefered to focus on the assets ^^
Anyway with the new disposition and the new elements in the scene, it will be totally different. The torchs will be swap for lanterns and candles. Then plants and drape will bring a new touch too
hey no worries man- I tend to pick out the things that stood out more but keep going, it's looking great-
Hey that's really nice! Your mat definition needs works though, That metal needs a much higher spec.
I agree with that as well. I also think you should tone down the noise in the normal map on the metal. The normal map looks like it would be something like sand, or fully rusted out metal, but your diffuse looks more like normal iron cast.
Wow, looks fantastic! Would love to see the metal work against the wood and the leaf reliefs to use some (minimal) tesselation/displacement maps for that next gen DX11 look, but, just wow really.
I agree with that as well. I also think you should tone down the noise in the normal map on the metal. The normal map looks like it would be something like sand, or fully rusted out metal, but your diffuse looks more like normal iron cast.
I agree with this, less high frequency noise in the normal maps.
Thanks for your reply!
Tweaking of the "specular" and "normal" then add of the "height" (displacement):
At the end, the render of the scene will be in UDK instead of Marmoset, so there will be some new tweaking to do.
However I'm working on the other big elements to get a global point of view of the scene. According to this I will make some adjustments.
Joe Gracey > There is no texture for the arches, I just baked an "occlusion". Anyway I plan to redo all their ornaments.
I'm really love the high poly work going on in this thread.
I think the diffuse needs some work, it is looking a little flat at the moment, you could do with adding some Ambient Occlusion into the diffuse map, and maybe something to bring out your edges.
Also try to reduce the noise like others have suggested, and spend a little more time on the wood texture; currently it is a little too low res and tiles too much.
great detail on the models and textures, and well done, but your normal maps need some better fine tuning there is a bit of stretching and misuse of UV space in some cases too. but for sure these can be improved and this could turn out a true stunner!
Steveeeie > If you are talking about the texture above, it's not the "diffuse" but the "speculars" (color/intensity). The "diffuse" is on the previous page, with "occlusion" and "cavity map" blend to it.
Yiannisk > The stretching is due to the "displacement", marmoset doesn't make it well. At the end it will be made with a "bump offset" or using "tessellation" with directx 11 in UDK.
Whatever I'm waiting to release all the elements to think and work on the scene in its entirety. That's a bad idea to work the assets individually, at the end it's a risk for it looking like a patchwork.
Low relief sculpt done.
Reguarding the meshes pre-existing in the UDK, a retopology at 5000/6000 triangles seems to be correct for a low relief twice the side of a human.
Preview of the woodwork with alcanthus leaves, which will ornate the library and the wooden pan.
The « matcap » give an idea of the gilding work which will cover them in the final texture step :
> Human size = the knees of the statues.
> The stone wall's texture is not the definitive one (it will be totally redone).
> Render with "Marmoset Toolbag"
* Finally the ornaments stay rought (wihtout gliding work) to not saturate the view with a lot of details
Thx!
For the wood's texture, I have baked a normal and an occlusion from the Zbrush sculpt, where I have apply wooden alpha (from picture) on it and I have used the trimdynamic brush to give more variations for the edges. Then I have blended severals wood's textures in Photoshop using mask here and there to get a good effect. I have gotten the dirt and the varnish variation thanks to the Specular intensity.
I mean: you desaturate any wooden plank texture and use some levels, then you bring that into ZBrush and use by standard brush with drag and drop setting? (sorry for my english )
Thx!
Not I didn't used the "standard brush" but the "claytube", and of course if just for the base. I add all the details using "orbs crack", "trim dynamic" and "claytube". At the end in Photoshop I blend several other wooden textures using mask here and there to get this woody work.
Replies
The modelisation are not the final one, but basemesh I will use for the Zbrush step.
The disposition of the assets (here the bench) are not the definitive also.
The two different colors give an idea of the element in wood and the others in stone
Only crit i have is that the walls immediately appear as a floor texture to me. Really nice mind you, but i cant help but feel that the bond you have chosen is more suited for a floor tile layout...
I look forward to seeing it develop.
I thought the exact same thing. Other than that its looking good.
I'd be interested in seeing your work flow for the archways. Those are something I have always seemed to have trouble with.
In fact I plan to remake the texture for the wall with more regular stone. Then a mask/blend will add some varation with dirt effect. I will add to piece of wall like if wall have been made in stone with lime plaster and that surfacing felt here and there.
I have to make some test also with the wooden plank on the floor, because the idea is to see the stones of the floor between that planks.
Disheveled Zen > Are you speaking of the arch or the ceiling?
This is the window, closed by shutters (new asset). It still need the metal part to lock them and other ornaments.
The corinthe leaves have been made with an other subtool, to bake an alpha.
** wonders which company is the art test for O_O? **
Anyway with the new disposition and the new elements in the scene, it will be totally different. The torchs will be swap for lanterns and candles. Then plants and drape will bring a new touch too
The stone work is also inconsistent - crudely formed overall, but with some finely carved details. While the rough stones allow you to have fun with the normal maps, a smoother finish might be better overall.
You might want to take a look at architectural examples, to get an idea of how the stones are placed.
I'm using, as references, the books of Viollet-le-Duc'c works. That man was one of the precursor of the "art nouveau", so he was criticised for his vision of the medieval architecture. But I'm in love with the "art nouveau" and I wish to do a personnal and modern vision of a fantastic medieval world
About fantastic, there will be some fantasy elements (strange creature's skeleton, glowing crystal, arifact, etc.)like if some mystic man, like Merlin lived in that rooms.
Chase > This is the window part, not the door! And yes, as said above, I sculpted the acanthe's leaves (ornament) in an other subtool to bake and alpha I used for this one.
There is the subtoll I made to generate the alpha for the acanthe's leaves :
hey no worries man- I tend to pick out the things that stood out more but keep going, it's looking great-
I agree with that as well. I also think you should tone down the noise in the normal map on the metal. The normal map looks like it would be something like sand, or fully rusted out metal, but your diffuse looks more like normal iron cast.
Would you mind posting your textures for the arches?
Tweaking of the "specular" and "normal" then add of the "height" (displacement):
At the end, the render of the scene will be in UDK instead of Marmoset, so there will be some new tweaking to do.
However I'm working on the other big elements to get a global point of view of the scene. According to this I will make some adjustments.
Joe Gracey > There is no texture for the arches, I just baked an "occlusion". Anyway I plan to redo all their ornaments.
I think the diffuse needs some work, it is looking a little flat at the moment, you could do with adding some Ambient Occlusion into the diffuse map, and maybe something to bring out your edges.
Also try to reduce the noise like others have suggested, and spend a little more time on the wood texture; currently it is a little too low res and tiles too much.
Steveeeie > If you are talking about the texture above, it's not the "diffuse" but the "speculars" (color/intensity). The "diffuse" is on the previous page, with "occlusion" and "cavity map" blend to it.
Yiannisk > The stretching is due to the "displacement", marmoset doesn't make it well. At the end it will be made with a "bump offset" or using "tessellation" with directx 11 in UDK.
Whatever I'm waiting to release all the elements to think and work on the scene in its entirety. That's a bad idea to work the assets individually, at the end it's a risk for it looking like a patchwork.
Reguarding the meshes pre-existing in the UDK, a retopology at 5000/6000 triangles seems to be correct for a low relief twice the side of a human.
FANTASTIC work btw.
Are you talking about the acanthe's leaves or the low relief with the woman? In the Zbrush sculpt or the texture?
Normale / Diffuse
Specular Intensity / Specular Color
The « matcap » give an idea of the gilding work which will cover them in the final texture step :
http://pixologic.com/zbrush/downloadcenter/library/
Artist - Chris Tackett
Title - DEEP BRONZE
ZBC Name - KrakenCMT
Medieval Window (click to view in 3D)
Medieval Muse Low Relief (click to view in 3D)
> Human size = the knees of the statues.
> The stone wall's texture is not the definitive one (it will be totally redone).
> Render with "Marmoset Toolbag"
* Finally the ornaments stay rought (wihtout gliding work) to not saturate the view with a lot of details
Some of the textures:
For the wood's texture, I have baked a normal and an occlusion from the Zbrush sculpt, where I have apply wooden alpha (from picture) on it and I have used the trimdynamic brush to give more variations for the edges. Then I have blended severals wood's textures in Photoshop using mask here and there to get a good effect. I have gotten the dirt and the varnish variation thanks to the Specular intensity.
compartiments part :
Compartiments Part (click to view in 3D)
The flooring is made of 8 "meshes" using 3 textures of 2048/2048:
Flooring (click to view in 3D)
I mean: you desaturate any wooden plank texture and use some levels, then you bring that into ZBrush and use by standard brush with drag and drop setting? (sorry for my english )
Not I didn't used the "standard brush" but the "claytube", and of course if just for the base. I add all the details using "orbs crack", "trim dynamic" and "claytube". At the end in Photoshop I blend several other wooden textures using mask here and there to get this woody work.