For my Portfolio piece I will be sculpting a diorama piece of an well concept and will at the end be put into Unreal 4 Engine.
Chosen Concept
Gathered some visual reference to help with final piece general visual reference was gathered looking at different styles of pillars and damage detail and crack patterns.
ColumnsBucketsDamage and Cracks
While researching I found a piece created by James McDonald of this exact concept using Light wave and Z brush Pipeline.
Final Render
http://i962.photobucket.com/albums/ae109/harjm2/Portfolio/jamemcdonald_WellHiResGreenBackgroundLowRes_zps405b742a.jpgWire Frame
The guy who created the piece
Blockout WIP
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Replies
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Before making the base mesh gathered reference to help with getting the correct form for the face before enhancing it in zbrush and to get a idea of how much detail is in lion head statues.
Added in as much detail possible for the base mesh for the lion head.
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Well setup in Z brush
Hi BradMyers8w thanks for the feedback and yes the lion head will be used as a base mesh in zbrush also I think it looks triangulated because I did not add a smoothing group to it in Max when I rendered it out will do another render with smotthing group to show it better.
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It seems to me that well bricks are too small in your sculpt. It kinda breaks the sense of scale. They are actually larger in the concept.
Additionally bricks do not go on top of each other. Every new row is shifted.
Hi Deathrey I did not even realise about the bricks I spent a lot time sculpting that I just kept forgetting to go back and edit them thanks for the feedback much appreciated will make the change.
How do you intend on reusing the Uvs etc? Did you sculpt everything uniquely?
Hi Spoon I have sculpted majority of it uniquely to keep down as much repetition as possible below I have highlighted the areas that are going to be repeated and did not need to be sculpted uniquely.
At the moment I am planning to reuse the Uvs by having a tiled brick texture maybe same for the wood for the bucket and metal texture for the metal pieces.
But have not got a complete plan down as how I will reuse the uvs at the moment and will look into that.
Thanks
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I really like the concept too. This is probably a good portfolio piece to have :poly142:
As for breakdown:
I am not sure that by using tiling textures on this asset you optimize it in any way(apart from the ropes). Unless this asset is a part of a similar objects set and those tiling textures are reused all over the level, i would probably not bother with it. Besides Whats the point in sculpting the bricks if you are going to make a seamless texture for them anyway?
Here are my thoughts on how I would break it down:
You can rotate pillars in a such way that only unique details will be seen. I would probably model out only one of 3.
Same with pedestals with an exception of front face. I would only model 1 out of 3.
From 3 brick walls i would model one broken section and one undamaged and reuse latter one once.
For the stairs i would consider making something like 1/3 or 1/2 of a circle and reuse that.
Alternatively, It is possible to bake 6-8 bricks as separate objects and deform their low polys as needed, but imho the broken section needs to look unique. It is somewhat that attracts eye attention at first place.
From 3 buckets ropes and pulleys i would also model only 1.
Something like this :
Thanks again this will help me out a lot really appreciate the effort will use this as reference when it comes to retoping the sculpt and working out the uvs also i agree about the tiled texture thinking about it know wit would work better if it was in a level as it is just a portfolio piece thee is no point of a tiled texture.
Uniquely sculpting more than that just takes more time, used more texture memory, and makes it look like you dont know how to optimize - in case you are going to use this to apply to a studio. If not, go crazy :P
Thanks for the feedback I will look into reusing the assets as I will be using thus in my portoflii to get a job in industry and really apprecaite all the help.
Added a bit of noise to the whole mesh and added in damage the tops roofs.
[ame="ttps://www.youtube.com/watch?v=yq95-6iYcj0"]ttps://www.youtube.com/watch?v=yq95-6iYcj0[/ame]
Z brush Screenshots
Also began blocking out the lion head getting the features to look right ad the moment before any damage or noise is added to it.
Hi AutoExit thanks for the feedback and I will definitely rotate the buckets to match the concept just ended up spending more time then planed on the well trying to get the damage and look right.
appreciate the help.
I will duplicate the sculpted bucket to be used as the middle one and the one on the left which will have the handled broken from one side like the concept art so it looks different and is not obvious that it is the same model.
New bucket layout in Z brush
Bucket sculpted
I have only modified the top metal frame on the bucket a bit and will be duplicated for the middle and bottom as they have not been touched yet and do not need to be sculpted separate.
Will get athe buckets all done this weekend and finish any little touches left on the main well and then work on the lion head and finish the sculpt and move on to retopping and texturing for UE4.
Hi Deathrey I have been meaning to post more regularly just been busy with other university modules and thanks for the feedback did not realise first but I see what u mean about the pulley,hook and metal bands the rope i was thinking of creating a braided rope in max or if i can found out how do it in z brush.
Thanks for the feedback again appreciate it helping me out a lot.
Finished bucket sculpt and have a little left to do on the pulley which will be duplicated for the other two and still need to finish lion head sculpt.
Bucket sculpt
Pulley sculpt
Any changes you would recommend please let me know
thanks
Well sculpt
Lion Sculpt
i would grab a new poly sphere and just try to get the chunky square shape of the nose and then the head eyes
look at reference.. and once you have the right feel to the shapes then put your noes (which is simple when you look at it) and eyes.. put them in as separate spheres and sculpt around them.. also the hair you did looks good.. looks carved right... dont be afraid to leav your lion head looking a but "unfinished" and weathered
make sure your reference is BIG and CLEAR
Thanks Pearse for the feedback and reference really appreciate it
https://www.pinterest.com/search/pins/?q=lion%20head%20sculpture
Thanks for the feedback low odor have looked at some sculptures but looking a more would help alot more thanks
Below is the latest version of my sculpt.
Still need to create the lowpoly for this my aim was to create a sculpted diorama but also wanted to make lowpoly and place it into ue4 whcih I will have to think about how to unwrap using the help given in thsi forum before about hot the make the lowpoly of the sculpt.
Do you guys think think is the best way to approach this also the next texture sheet will include al the middle section and was planing of having the bottom platform on a separate sheet same with the lion head having it's own texture sheet too.
Baked
Normal map with uv overlay
Any feedback would much appreciated thanks
Sculpt
UE4 Render
Thnaks for the feedback Doxturtle will make changes just trying to get it ready for gradex this Friday been meaning to make a few changes but not had the time.
Agree for the color gradations, the darker being at the bottom.
Good job so far though
Thanks Guys