Hey guys, we're a team of students from University of Hertfordshire and our project is to create a game trailer for our groups own IP called Decadent: Reign of the Brethren.
We're creating a high-octane, action-packed, real-time diorama set in a victorian library. An elusive cabal of gentlemen magicians are summoning a mighty demon to advance their nefarious schemes. Our hero, Albert Wraith, arrives just in time to witness the completion of their ritual. However, his presence distracts the sorcerers, allowing the demon to break free of its bonds to wreak unholy havok on them all.
Concepts
Main Big Demon
The player's companion "Rat-Tail"
Our main antagonist, the Gentlemen Sorcerer
And his 'associates'
Albert Wraith, the protagonist in our story
Library Layout Concept
Replies
Ground level fog:
[ame="http://www.youtube.com/watch?v=qWUFdZ2D9wI"]UDK Ground Fog Test - YouTube[/ame]
Cobweb material:
[ame="http://www.youtube.com/watch?v=JgOA1VJKwQI"]UDK Cobweb Material Test - YouTube[/ame]
Pretty basic ambient dust:
[ame="http://www.youtube.com/watch?v=h9GsLigRiFY"]UDK Ambient Dust Particle Test - YouTube[/ame]
Some progress on the Rat-Tail rig:
Spider Demon Model
Spider Demon UVs
UPDATE: Spaced out the UVs
1) Your UV's could do with some relaxing
2) You have so much space just sitting around in your UV map even because it may be no real time does not mean you should not try to get some more out of that otherwise empty space
3) What size is this going to be texture wise 4096x4096? If this is not real time I would split your UV map into two and do two 4096 maps for extra pretties
I would say two 2048's would be the lowest I would personally go with it
Sort of a bit helpful picture?
Of course someone correct me if I am wrong.
Hey Robeomega, thanks for the great feedback on the UVs, I'll take it back into headus and fill up more space. Also, I was contemplating doing this actually, have you any links to tutorials/resources in going about this at hand?
Hey man thanks for the observation, I've gone back in Zbrush and sorted that cluster out
Get a look at that booty!
Also we are having a problem with non manifold edges, according to maya every single face is non manifold in this mesh, Once cleaned up and triangulated it seems to fix it but we can't use a heat map when rigging. We seem to be able to rig manually however but we're curious if this is an issue that'll screw us over down the pipeline, could anyone shed some light on this subject?
I liked the control of topogun, ALOT. but it made our mesh entirely non-manifold geometry which is why I was going about using zremesher. However, we seem to be getting the non manifold issue with zremesher aswell.
Great a Zsphere, go into edit mode.
The right hand pallet where the tools are and what not, scroll to the bottom find the rigging tab. Choose select mesh and pick your high poly model. It should now show like a ghost image of your model.
Then expand the topology tab click edit mesh, it will turn back to its normal mode with the material.
Now you are able to click on the mesh and redraw your topology. It will look like your making bones for rigging but your really not. Just make quads and connect them up. Control key will let you select a different point. Which you will need to because you do not want to make one long chain of bones The alt key will delete portions if you mess up. You can also switch to move move and move points around. If you press A it will turn on the adaptive skin preview, which you can also access from the adaptive skin tab and you can select your sub D's there.
But once your done with the new low poly just unwrap. Then you divide the crap out of the new low poly and use projecting to transfer the high poly model to your new "low Poly" Drop down to sub D 1 when you need to bake maps.
Works best on more organic models as it can have issues with really intense hard surface models.
As for topology, This is an old version of the Demon's topology from topogun @ 8.5k faces
What are thoughts on the density of this mesh?
https://vimeo.com/89196542
18k Tris
Thanks man, gonna be working in it some more today so I'll get some SSS in there
I've altered the specular on the eyes to prevent them from looking like gems and more like spider eyes, I've also included a smaller secondary row of eyes to add a more creepy feel
And this is the least "pile of cocaine" look I've managed so far. I'm open to re-texturing or re-modelling. Any suggestions?
Also Count Vader, the statue's mine so I'll put some SSS on their and post a vid, thanks for the tip!
project is looking interesting so far, some tips for getting the spider web looking better would be to make the web strands more scarce as they are further from the hole, also get some web alphas in that hole and break up that circular out line. Also look at games like Skyrim for good spider web reference as large parts of some areas are largely based on creating the feel of a spiders lair
Here's a very fast paintover whilst on my lunch break of the sort of things I mean
Anyway, I've gone ahead with the rigging on the spider demon, here's some progress.
Here's some progress on Gammy's rig, skeleton/controls are more or less done now.
I think changes like that will really help solidify everything. You've made some fantastic progress, but I think you can push it much further.
I've rendered an updated turnaround here: http://vimeo.com/89868570
I've got a Gloss/Spec/Diffuse and a normal map on there
Re-did the floor, added some mystical decals and started adding webs today
Finally, try to break up the shape of that hole. The floor boards would be broken, bent and cracked. Some might even hang over the hole itself. Webbing should cross the hole and it shouldn't be so perfectly round. Consider sculpting some basic forms etc and make the shape irregular. While the room can be circular the hole doesn't have to be. You can have the mesh come over the mesh for the floor, just make sure they won't intersect. Again, Shelob's lair, Darksiders, and any other games that include large spiders and their lairs might be good resources to analyze the shape and form of your hole. Also, consider breaking those statues or having some webs coming off of them. Also, the lines for the circle could use some refinement.
I think that about covers it for now. I love the progress you've made so far and can't wait to see how it turns out.
PS; I'm not part of the environment artists but thanks for the awesome crit and support tristanCarter!
https://www.youtube.com/watch?v=cOj-EjmXWpU&feature=youtu.be
I want to just say that I'm not happy with the skinning on this and will likely revisit it, but I've been tearing my hair out over the past week or so trying to get it to a not totally terrible state and it's probably about time I showed something of it. Getting the balance between the boobs, the head, and the shoulders on the human torso has been extremely difficult, but I hope you can see to cut me some slack as this is only the second rig I've built on my own, and it isn't exactly easy anatomy to work with...
https://www.youtube.com/watch?v=G4XbqLtf5VE&feature=youtu.be