Hey guys! I'm working on a second project called the "Hard Surface Modeling - Corner Room Project". We have to take a game or a film and remake a corner from it. I've decided to do a scene from the Game of Thrones (Kraken fireplace, Iron Islands). I don't actually watch it but it's been recommended because it has nice compositions and lighting.
I hope I can pull it off (: Critiques are very welcome (:
Here is the scene:
Here are some of the stuff I've started to model (All are WIPs, I will be taking a few things to zBrush):
War planning table
The curved bricks above the fireplace
Candelabra
The main chair around the war table
The chair by the fireplace (ignore the cube on top of it lol)
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Thanks! (:
Thanks~ And the more I look at the fireplace, it's starting to look a lot like my grave I just hope I don't fail too miserably D;
About the chair, in the ref I couldn't get any better shots or resolution that would be enough for me to see the carved pattern on the backrest. Moreover, as my zBrush skill is still lacking, I decided to just gather random reference of patterns on chairs, mixed them and came up with what I have. It's not very intricate, I know. But maybe in the future it'll get better. (:
I'm not too familiar with Marmoset just yet and as a result, my textures look so blown out. It appears as if I've been so lazy and only rendered them in single colours (especially the chair with carvings). I actually worked my ass off texturing and baking these babies. I'll make better renders in the future once I've taken Marmo out on quite a few dates. But for now, here's an update.
I attempted to make my own tileable textures zBrush. Which is why it took a millennium texturing these. I got so many baking errors. Not to mention UVing! Since I'm no UV or tileable texture master, it seemed like I was racing with Usain Bolt. That's how slow it was going for me. My first tileable is the one with many bricks (right). It's obvious because it looks terrible. Not that the second one is amazing but it's a little better (I did it a little faster too).
I textured a lot of them in zBrush. I baked normal maps, AOs, cavities, EDT, EMB from xNormal. I also went to generate another AO and cavity in Knald from my normal map. Just in case I get something better. I mostly got better ones from Knald. I also got Convexity maps from Knald.
I'm learning so much in zBrush so I guess it's all worth the stress. (:
Hi~! Thank you for the kind words! I actually need to tweak the textures a lot! But thank you for taking your time too look at my work! (':
I have another project I'm working on at the same time as this project. My wrist is also a little injured so progress is much, much slower. >__<
Despite it all, I've taken my assets into UDK, did the basic materials for them. Still so much to do. Gotta fix the diffuse and the specular for most items. The robots are just there as a guide. I have 10 more days for this project!!
Anyway, here's an update. Still quite a bit to do. Need to fix shadows, add the fire lighting on the floor and make proper fire. That's UDK fire. It doesn't look good, unfortunately. So that's another thing on my to do list.
I tried to make a flickering material and I played around with the sine node settings. It wasn't as easy as I thought it would be. Fire lighting is really quite hard. I'll leave it as it is for now and move on to fix other lighting and polish up some of the materials. If anyone has any better lighting solution for the fire, please let me know. Thanks.
P.S. The gif image seems a little too slow here.
Alternate Lighting
(Feel free to laugh at my fire lighting >__<)
[vv]81620986[/vv]
In some cases it's fair enough to do it, but in most cases you want to make the environment enticing to players as that's the user base (Game engines are for exactly that, games) Apart from the lighting the fireplace seems to be flashing white light rather than yellow light like a fire would in real life due to the chemicals burning.
Another note to add about the fire would be that the sine wave you've used may be oscillating a bit too fast without any form of release or attack curve which it desperately needs and or a combo of two so you get the flickering effect of wood bursting and a smooth sine that increases/decreases the brightness of the flame.
The environment is very nice so far though.
Hey!
Thanks for the feedback! I had a few lights in the scene. I just probably need more practice. We had to try and copy the lighting in the actual scene but even then I failed.
As for the fire, yeah it was really difficult. I spent a lot of time playing with the sine wave but I never made good friends with it >__<
Hopefully I can revisit this in the summer and make it better. Thanks so much for the input! ((: