Last Update :
Hello guys
I'm starting a new project and I choose to make a fan art of Thief with a concept from
Mathieu Latour-Duhaime.
From now I have the preproduction planning done.
I'm moving to the 3D blockout, placeholder texture and a raw lighting into CryEngine this evening/night.
I'm also planning to put this into UE4 and make a comparaison shot between both engine. As I never used UE4 before I hope making him justice for a first try.
Concept
Concept with some more light to see details
Cut
- Blue: Props/specific
- Yellow/Orange: Generic
- Purple: Modular
- Green: Trim
Mood
Architecture
Props
Replies
Oh gosh yes I totally forget this. I'll reduce them to change this heavy loading.
I need to make a corner for the 2 corners of the room. Witch is not in the concept I also change the roof to have something closed.
I'll make the ornamentation when doing some highpoly stuff for the ceiling and all other trim. Will be the right moment to try out the NUMRS instead of turbosmooth modifier.
What I will do in the next hours is :
I'll probably make all props with highpoly and for the wooden one break up the shape into Zbrush make a quick retopo.
I still need to make
Pipes
Some stuff for the stage to actually called it done
Hanging lamp
Chair
Corner
I'll make those stuff and keep going on the rest of the props, I need to tweak what I have now to go more toward the concept.
The props I want to add today
Water can
Trolley
Tray
Plate
Small table
I also place the room into CryEngine and start a raw lighting. It's highly wip as the Id are not setup correctly and some meshes are flipped as there is a symmetry modifier on them, like the plinth
I spent some times to actualy figure out the vertex ambient occlusion. there is still a problem, My radiosity keep to be invalidate when I assign the vertexpaint modifier. Anyone have some clue why ?
I tried in a default max scene on a plane.
Ok some progress not so much but I'm heading slowly to the modeling end. My schedule is all fuck up as I totaly forget I'll be away for the whole week end. So I'll reschedule all my planning during the week end. For now I'm doing the more I can.
Need to do :
I'll be also moving stuff to make the composition a bit better. And once I have done this I'll be able to plan some modular meshes to add into the ground to give some variations with missing tiles/broken one.
The next big step is highpoly modeling and some Zbrush work.
I still need to see if I'm going more a dishonored style with less detail and more color variation. But I'm really happy how those texture turn. as they tend to be like my shield one. What do you think ?
+1
To be done tommorow
- Seamless wall + blending + color change
- Final trim texture
- Final ceiling texture (transition work)
- Some props texture
- Final mod for piano and Uv
- Cart UV
- Add attach of the pipe above the stage hole
- Add some handle to the windows
Here's some screenshots. I'm quiet happy with the result but I feel there is a lot of room for improvement.Made some change according to a paintover made from FuturePoly. It change a bit the bacic concept but I think it's for the best !
I'm currently working on all the decal, transition, post process, light thing.
Yeah sounds good, it looks awesome dude keep as is.
Can't wait to see this progress, great job so far.
Don't be shy and go ahead with feedback, I'll not bit you, I take it well.
the only other thing I would say it that there is no focal point, my eyes dont know where to look. the floor tile texture you did was pretty sweet so maybe make the checkered tiles bigger or break them up with some patterns of different coloured tiles.
cheers!
As for the table top I already fix the problem as I had the same comment on the FuturePoly forum. Still I will probably add some more geometry in.
As for the focal point I need to make the eyes rest on the stage of the room, that's why the lighting is more intense there. But for the tiles, I can't really work with a different size as the broken one are based on the actual size of the tilling texture.
I'll look to add some stuff on the ground to break up the checker chest looking of the ground. And give some flat space.
I'll work a bit more on the vertex blending and bring some more dirt.
But yeah I'll definitely look to make something to give some rest and more focus to the stage.
I think your volumetric light/lightshafts from the windows are a little distracting if you compare it to the concept. Either make them less opaque or even get rid of the first on the left side.. I think it really takes away a lot of that focus (if the stage is where you want the viewer to look)... might be wrong though. hmm
it's a shame that you can't really see the wonderful ceiling from the camera's perspective.
nice work!
@Cay
I'll try to have some more gradient intensity from front to back. It's pretty much only some vertex alpha tweaking in 3dsmax, so it a fast test to make and well I must say that it will probably help to make the focus a bit more on the stage.
@Matt
Hey thanks, I still need to polish the texture with ddo and sculpt the border of the plank so I will have some more edge breaking into the plank. And I didn't thought about moving them a bit. but I'll do it as it's a nice idea to break the straight line out of the table.
@Swizzle
Those plank top make me crazy. I will look again at them but I increased a bit the mesh resolution and have the top part set on the same smoothing group. But as I'll try what Matt said I might have again a look at them.
I have a chamfer on the the top border to avoid the box/lowpoly look but I may have set it a bit to wide.
As someone ask in PM, I will make a breakdown of the ceiling texture witch is almsot the same process for all the wood in the scene. But give me a bit of time to make it.
I'm calling this done for now. I'm moving on another project it'll be Sci-fi within UE4 with a big pipeline based on the new DDo and NDo. In one term totally out of my comfort zone.
The wood breakdown will be done by this week-end. I upload it as soon as I have it done.
I of course use here and there some Level, Brightness/Contrast and Hue/Saturation to achieve the final look of the texture but you have the overall process shown on the breakdown.
I also sometimes create a copy of the second color variations layer and put a Hue/Saturation in colorize and color blending mode.
And sometimes I still use Ambient occlusion and cavity map but with a very low opacity and not in black and white, I usually use a flat color in color mode to tweak them with a more blueish color or a darker color than my base color.
Where you have a soft light blending mode, you can also use overlay or hard light mode. The overlay one are better to keep this way especially the value variations one.
I also tend when it come to the color variations done by hand so separate the blue color from the other to make it those one another layer and set the blending mode differently as the blue give a color going black in overlay mode. And I prefer to use the screen mode. Depends on the look I want to achieve in the end.
opacity value are given as example don't stick to it.
The scene looks amazing! I've been following the thread since your blockouts, just haven't commented because I didn't really have anything useful to add. I just finished the game a little while ago, and you've managed to make your scene fit right in stylistically. Nice work.