Shalom! Some sculpt I've done. I'll don't bake it for LP, I change project to something much more thought. Metal and wood. It's not PRO yet, but it's closer with time and practice
WIP: I'll make more ferns, maybe 3-4 with different textures. Is there way to get rid of that black shadow on this? I already change the envirnment ambient in world properties, but on the model it's still exist.
I like the second trees better, they have more defined shapes and some good spacing between the branches. the first one looks to solid and there are some crossed planes showing, I would try to match up some reference on how to shape your branches and the spacing between them, trees needs some air in them so they don't appear solid
I would check this out for creating a vegetation shader in UDK, he covers how to get good shading inside UDK and to get some wind effects in them
Ou, it;s called Pine needles? Finally someone tell me how to say that "pine leaves " correctly haha
So first find some reference of branche ( empty branch ) that you will follow, and make the shape of them with lines. ( spline in max.) Map them if you want, you can change texturing to screen mapping ( In Max.)
Then on every end of that spline I make a needles by hand. Very creative and boring. The needle is simple cylinder with 4-5 sides and welded end vertices. I'm telling about this:
And to proper looking ( no weak looking center of tree.) you have to make a solid center of texture (sorry for PRO english ). And I just made 4-5 different groups of needles ( 15-20 needles in group), they must very different. And just copy-paste there. Remember to make it solid in the middle.
Then, when you have all needles on branches, you have them all on the one z axis: They itersecting with others. So you have to take that intersecting ones, and move them little forward (that also gives you nice AO ).
It's long and boring, but it's my method. You can try ACtree, script for Max, or use Object Paint, by I just hate generators, and Object Paint is so unintuitive, and it's making all needles very regular, even with size randomizer.
Then Bake it with RTT (render to texture). Maybe I should do a tutorial, so you can better understand what I'm trying to say
Fozworth thanks for looking to my thread Appreciate.
In 2-3 days I'll post some ferns, because I just finish making alphas and textures. Now I have to make models, edit normals, and make shader. With my poor resource of time it takes 2-3 days
Hey just wondering if you followed a tutorial for those rocky mountain terrain sculpts I have been trying to make something similar but mine look like there's something wrong. If you have any tips I would appreciate it. Looking forward to your scene
@Chrisradsby I know I just look at Skyrim and I saw ~500 tris, so hell, I will do the same. And I see then how straight and bad it looks in Unity. I know. Also thansk for the reference pic.
@Shuaws make a thread, even send me link to it, so we can check what you doing wrong I don't follow any mountain tutorials, I just mail to few people, they tell me something about sculpting techniques. Then I just grab one rocky surface texture, make it tileable, square. Then reduce noise via PS filter. Next bring it to Crazy Bump to make height map, and decrease the strenght/depth by half of it value. Export, and bring into ZBrush, and sculpt. I used trim dynamic, hpolish, and orb cracks. And this was the base for the normal map. Then I have to make details on it, so I choose another rocky texture, repeat all steps including sculpt, but for now, when you choose MRGBZ Grabber, and you take an alpha from this sculpt. Then use this alpha with Standard Brush/Drag option And just drop this details into base of your sculpt.
It's lot of work, now I have many, many rock alphas, so I just make the base, and then details with alphas. I just want to learn how to make detail alpha via ZBrush.
Hopefully you understand what I'm trying to say Updates soon.
WIPs. 2nd and 3rd sculpt will be leaved for bake, rest will be done from scratch, maybe. It's for the new scene I'll making. Rest of the "stone" will be on the texture.
Great sculpt. Very clean and readable! Your problem though is that your diffuse are fighting with you normal. It does not look very good in engine.. If you can, take a look at what last of us do. Very calm textures were they let the normal work very well, with a soft calm diffuse. Look at the breakdown here on polycount. Then if you look in the game, that same cliff texture is used trough out the game. Very impressive stuff.
Cool, thanks sltrOlsson. But my friend tell me that will doesn't work for the cliff. hmm... I'll texture it and duplicate few times for make the cliff. Then I'll look if its looking good.
I need many environment artist to get a lot of feedback. Updates soon.
I have no idea what your friend told you and what wouldn't work. But the cliff you got now is not good at all, you just slapped a photo on there?
Here, it wasn't that big of a search. This is the Last Of Us dump I talked about. http://www.polycount.com/forum/showthread.php?t=122359&page=2 Look at his cliffs and the textures. Analyze what makes them nice. Like I said, calm diffuse and settle normal.
I have no idea what you'r trying to accolpish here, but I would stick to one project and try to get good feedback on it. Then finish it before I start an other one. I won't get better if you just jump around..
The goal for now is to make an Inn from the first village in Witcher: And I know, I'm jumping from flower to flower with those projects, but... I don't even know how to explain that
So updates on the textures: I spend soo much time on it, so I don't wan't to change it. I like the result. And this will stay in the project.
Maybe because I dont finish my projects :D:DD:D:D:D:D:D:D:D It's terrible.
Thanks. Glad you like it. About textures: It's photosource mixed by bake's from Xnormal. Photoshop blending layers like Overlay, Hard Light, Color Burn are propably the best of them. Also Brightnes and Contrast and Hue - Saturation: These two I used a lot. Especially for the wood and Rocks. It's pretty standard, like everyone else.
about Sculpts: those are heightmaps mixed with TrimDynamic (best Brush in ZBrush ). Then alpha created from photo to get surface.
Also You can make a folder with your reference images. When I found on the internet something thats I like, and I'll propably want to see this in future, I save it to folder. That's very helpfull, instead of searching Uncle Google for thousand times: sculpting rocks ZBrush, sculpting wood ZBrush, etc,etc.
And also speak with a lot of people about their work (Darren, Simon, Fozworth ). That's it.
Today's sculpt: I'm making mayan temple interior from Monthly noob challenge (I know, its out of time, but I'll post work here). I have more work done, but I'll post only this sculpt, so I'll dont get discourages.
And another piece of shit I made Normal maps only (detail lightning view). Maybe I'll add vegetation later, if the scene will look kinda empty: Friend told me, that this scene looks like scene from Uncharted I laughed.
Shalom again! I finished enviro !! I cannot finish it on UDK because UDK dont have realtime lightning and GI and bilion things like CryEngine. Maybe with UE 4 I can do something, when it's out?
Replies
Sculpt and textures I'll show tommorow, now I'm tired as hell
This will be for small "EPIC" scene
marmoset render.
Skrinzzz:
WIP: I'll make more ferns, maybe 3-4 with different textures. Is there way to get rid of that black shadow on this? I already change the envirnment ambient in world properties, but on the model it's still exist.
I like the second trees better, they have more defined shapes and some good spacing between the branches. the first one looks to solid and there are some crossed planes showing, I would try to match up some reference on how to shape your branches and the spacing between them, trees needs some air in them so they don't appear solid
I would check this out for creating a vegetation shader in UDK, he covers how to get good shading inside UDK and to get some wind effects in them
Keep up the good work ^^
https://www.3dmotive.com/f102101
Great work!
So first find some reference of branche ( empty branch ) that you will follow, and make the shape of them with lines. ( spline in max.) Map them if you want, you can change texturing to screen mapping ( In Max.)
Then on every end of that spline I make a needles by hand. Very creative and boring. The needle is simple cylinder with 4-5 sides and welded end vertices. I'm telling about this:
And to proper looking ( no weak looking center of tree.) you have to make a solid center of texture (sorry for PRO english ). And I just made 4-5 different groups of needles ( 15-20 needles in group), they must very different. And just copy-paste there. Remember to make it solid in the middle.
Then, when you have all needles on branches, you have them all on the one z axis: They itersecting with others. So you have to take that intersecting ones, and move them little forward (that also gives you nice AO ).
It's long and boring, but it's my method. You can try ACtree, script for Max, or use Object Paint, by I just hate generators, and Object Paint is so unintuitive, and it's making all needles very regular, even with size randomizer.
Then Bake it with RTT (render to texture). Maybe I should do a tutorial, so you can better understand what I'm trying to say
Fozworth thanks for looking to my thread Appreciate.
In 2-3 days I'll post some ferns, because I just finish making alphas and textures. Now I have to make models, edit normals, and make shader. With my poor resource of time it takes 2-3 days
Update soon.
Use reference to get the shapes right.
@Shuaws make a thread, even send me link to it, so we can check what you doing wrong I don't follow any mountain tutorials, I just mail to few people, they tell me something about sculpting techniques. Then I just grab one rocky surface texture, make it tileable, square. Then reduce noise via PS filter. Next bring it to Crazy Bump to make height map, and decrease the strenght/depth by half of it value. Export, and bring into ZBrush, and sculpt. I used trim dynamic, hpolish, and orb cracks. And this was the base for the normal map. Then I have to make details on it, so I choose another rocky texture, repeat all steps including sculpt, but for now, when you choose MRGBZ Grabber, and you take an alpha from this sculpt. Then use this alpha with Standard Brush/Drag option And just drop this details into base of your sculpt.
It's lot of work, now I have many, many rock alphas, so I just make the base, and then details with alphas. I just want to learn how to make detail alpha via ZBrush.
Hopefully you understand what I'm trying to say Updates soon.
Keep at it! I want to see more!
I need many environment artist to get a lot of feedback. Updates soon.
Here, it wasn't that big of a search. This is the Last Of Us dump I talked about. http://www.polycount.com/forum/showthread.php?t=122359&page=2 Look at his cliffs and the textures. Analyze what makes them nice. Like I said, calm diffuse and settle normal.
I have no idea what you'r trying to accolpish here, but I would stick to one project and try to get good feedback on it. Then finish it before I start an other one. I won't get better if you just jump around..
So updates on the textures: I spend soo much time on it, so I don't wan't to change it. I like the result. And this will stay in the project.
Also how do you make your textures?
Thanks. Glad you like it. About textures: It's photosource mixed by bake's from Xnormal. Photoshop blending layers like Overlay, Hard Light, Color Burn are propably the best of them. Also Brightnes and Contrast and Hue - Saturation: These two I used a lot. Especially for the wood and Rocks. It's pretty standard, like everyone else.
about Sculpts: those are heightmaps mixed with TrimDynamic (best Brush in ZBrush ). Then alpha created from photo to get surface.
Also You can make a folder with your reference images. When I found on the internet something thats I like, and I'll propably want to see this in future, I save it to folder. That's very helpfull, instead of searching Uncle Google for thousand times: sculpting rocks ZBrush, sculpting wood ZBrush, etc,etc.
And also speak with a lot of people about their work (Darren, Simon, Fozworth ). That's it.
without surface
with surface
wooden floor
There's a ton of pics Sorry
Concept by Adam Baines - http://adambaines.blogspot.com.au/2009/10/some-environments.html