I'm assuming you're going to add some wear and tear into the scene? And break up some of the repetitive railings. (That's not a criticism, as you've said it's a blockout, haha).
Are you planning on putting some subtle references to the original in there? I always like to see that when something is reinvented!
Looks great so far, definitely feels persian so far. My eyes are drawn to the repeated railings, but as it's your blockout I'm sure you'll be coming back to them
Been a good while since I started the thread, but unfortunately I haven't had as much time as i would have liked to work on this
Thanks a lot for the comments Wesley and Holly I will definitely keep an eye on the ceilings and give some variation when I am doing the proper model. I defintely want to do some sculpting to chip away some edges and add some wear and tear.
As far as references go I don't have really have much on my mind at the moment. The wall fountains on the lower level were basically inspired by the ones in the game, where you save the game or restore your health (not sure anymore if they were in the latest one, but definitely in the previous ones). I will see if i can come up with anything else
Soooo...some images, here are some high poly renders of the gazebo and fountain in the center of the scene, hopefully getting a sculpting pass sometime soon^^
I'm with Angry, some breakdowns would be awesome! And your highpolys already look great but you said your waiting to get some sculpting in, do you use sculpting for just wear and tear?
Really nice man You planning on adding any further details to the semi circle above the doors on the pavilion? Its quite a nice resting place for the eye at the moment, but at the same time feels like its missing something.
Here are some wireframes, sorry for the resolution, just took these as screengrabs out of max.
@AngryMindtricks: Nothing to fancy in terms of modelling, lots of rendered splines and edge modelling. Bend modifier, FFD or the conform brush on top. Is there anything in specific you would like broken down?
@Cheathem: Yes, i mainly use sculpting to to wear and tear, but im also planning to do some tiling trim textures with it.
@desktoppirate: Cheers Bryn, definitely agree, was planning to do something similair to this:
So this would be coming in once i do the textures.
Can anybody tell me why the hell Ass Creed had to kill the Prince franchise? Why can't we have both? Freakin UBI, next they'll kill and layoff anybody having to do with the amazing UBI art engine. They are slowly turning into EA.
Inspirational stuff here, absolutely incredible attention to detail, love the patterns and everything seems to be fitting in well with each other. Subbed.
@pixelpatron: Yes it's really a shame there isn't any news on the franchise. Was really hoping for a new announcement at last years e3 after all the rumors before it
Here is a little update on the balustrade, just did a bit of sculpting on top
Wow, nice details.
I am making a piece at the moment that has a lot of ornate detailing, so I will be keeping an eye on this for inspiration. Great job so far.
I would like a new PoP game, but only if it was done right. I wouldn't like it becoming another title that gets pumped out every year.
It's been a while since my last post, since I was pretty busy.
To have an additional piece on my portfolio for an application, I singled out the Pavillion to focus on that area and get it finished. I created low poly models, baked and made textures. I also switched over to CryEngine.
Next I will focus on bringing the rest of the environment to the same level of quality.
Wow amazing work - how do you go about modeling those ornamental details? Theyre so nice and clean I'm assuming you started with curves to get the general shape?
@switz: thank you yes that's right, most of the ornamental details I start by creating the shape with splines and then convert them into polygons. So from there I have a flat plane with the outline and from there on add in edges and drag these out to get the 3D shape.
@Minos: Thanks, great job on you throne room scene btw. Awesome material definition!
Replies
I'm assuming you're going to add some wear and tear into the scene? And break up some of the repetitive railings. (That's not a criticism, as you've said it's a blockout, haha).
Are you planning on putting some subtle references to the original in there? I always like to see that when something is reinvented!
Thanks a lot for the comments Wesley and Holly I will definitely keep an eye on the ceilings and give some variation when I am doing the proper model. I defintely want to do some sculpting to chip away some edges and add some wear and tear.
As far as references go I don't have really have much on my mind at the moment. The wall fountains on the lower level were basically inspired by the ones in the game, where you save the game or restore your health (not sure anymore if they were in the latest one, but definitely in the previous ones). I will see if i can come up with anything else
Soooo...some images, here are some high poly renders of the gazebo and fountain in the center of the scene, hopefully getting a sculpting pass sometime soon^^
Here are some wireframes, sorry for the resolution, just took these as screengrabs out of max.
@AngryMindtricks: Nothing to fancy in terms of modelling, lots of rendered splines and edge modelling. Bend modifier, FFD or the conform brush on top. Is there anything in specific you would like broken down?
@Cheathem: Yes, i mainly use sculpting to to wear and tear, but im also planning to do some tiling trim textures with it.
@desktoppirate: Cheers Bryn, definitely agree, was planning to do something similair to this:
So this would be coming in once i do the textures.
Can anybody tell me why the hell Ass Creed had to kill the Prince franchise? Why can't we have both? Freakin UBI, next they'll kill and layoff anybody having to do with the amazing UBI art engine. They are slowly turning into EA.
@pixelpatron: Yes it's really a shame there isn't any news on the franchise. Was really hoping for a new announcement at last years e3 after all the rumors before it
Here is a little update on the balustrade, just did a bit of sculpting on top
I am making a piece at the moment that has a lot of ornate detailing, so I will be keeping an eye on this for inspiration. Great job so far.
I would like a new PoP game, but only if it was done right. I wouldn't like it becoming another title that gets pumped out every year.
It's been a while since my last post, since I was pretty busy.
To have an additional piece on my portfolio for an application, I singled out the Pavillion to focus on that area and get it finished. I created low poly models, baked and made textures. I also switched over to CryEngine.
Next I will focus on bringing the rest of the environment to the same level of quality.
@Minos: Thanks, great job on you throne room scene btw. Awesome material definition!
Small update: