The throne is the only model that uses actual textures and was fully textured in Substance designer using normal, AO and cavity maps. all the rest have shader based on masks that uses normal and AO bakes to create material, it's a mix of gold and marble so it's one parent shader that has color and roughness parameters. The marble material is a mix of 6 masks (generated also in designer) in UE4 shader. All gold share the same color, roughness and metalic parameters stored in Material Parameter Collection.
The fire is a bit changed standart UE4 particle (sparks switched off)
Wings, feathers, birds...
Beauty 1:
Beauty 2:
Beauty 3:
Throne:
We'll be posting Hi-res and some materials in our thread.
Concept
Our goal was to create a fresh twist on a traditional pirate theme. We started with the idea of Blackbeard's cabin being his throne room and imagined it in the far future. Our rule was 70% traditional 30% futuristic. With this in mind we created an environment that mixes the utility and seedy nature of a pirates life with the opulence of years of successful thievery.
Process
Our process started in Maya where we blocked out our major forms. From there we iterated on that block out several times painting over renders and refining our concept. Once we were satisfied with our layout we began refining individual assets to a higher level. SSJTroll created our wood floor and gold coin textures using substance designer from the ground up.We used Substance Designer to created curvature and ambient occlusion maps that we used in Substance Painter where we textured our assets to completion. Exporting assets out of Maya and texture maps out of Substance painter we assembled our space in Unreal Engine 4 where we applied textures using our master material, assembled lighting, and applied post effects.
Phew!! hope i made it in time as far as i can tell there's still an hour left.:poly122:
Anyway my idea for the "Throne Room" was an old Shinto shrine, the shrine and Tori Gate was meant to serve as the "throne" element as the Tori gate symbolises the entry into a sacred area.
This Prometheus inspired throne room was an idea which provided personal challenges to me, meanwhile I could explore new techniques that I've been wanting to practice. I went 'File > New Level' in UE4 and designed the level a week ago today. I wouldn't have been able to produce the quality in my materials within that time frame without the help of proceduralism.
Ive just started my first industry job over the past few days so I've been unable to do much of this but i will try and submit my beauty shots. and my throne textures no wire frame because im still at work -.-. Ill be putting those up on my thread once i get home but i need to submit something now otherwise no chance.
High res renders of the parts that make up the throne. the decision to make it the way it turned out was a quick idea in engine that i liked so i didn't make a full high poly one piece model since the models where already done
Using those 2 as a base i played around a lot with the shapes i could get and ended up with this.
3D Max
Photoshop
Substance Painter
Zbrush
Unreal 4
Backstory:
An old clocktower sits abandoned and is now home to a solitary vampire. The clocktower has been his home for so long that
overtime it has broken and the time is standing still for him just as it is for the the broken down clock.
The throne room is in a modern political context where people thing a king protect them but, the appearances can be fake.
About the throne : this is more like a comfortable Ikea desk chair than a throne of thousand swords.
Software :
Blender (high poly, low poly)
Photoshop (texture base)
XNormal
Substance Painter / Designer
Unreal Engine 4
This is my first completed contest here on polycount. I wanted to do a Masters of the universe style throne room with Skeletor's throne. It was a fun challenge and I learned alot more about making game art.
Software used:
MODO
Zbrush
Photoshop
UE4
The throne room. All shots in UE4
The Throne in zbrush and modo, with main inspiration
Message to the contestants: PLEASE do not host your final submissions on photobucket, downloading them to archive them for the jury is a nightmare because they are protected and force you to download them through the photobucket interface.
I learned SO much these past 3 months. Thank you Allegorithmic & Polycount for making this contest! I discovered my new love and hopefully one day I can make a living out of stuff like this.
Summary:
Our environment takes place in a distant planet where a civilization was built upon a complex mythology based on the worship of their host star, Utu. This planet is surrounded by several moons each represented by a specific deity that plays a major role in controlling the planet's natural cycles. On the 333th day of each year, the rising sun shines directly on the throne, signaling the beginning of 7 days of darkness. This period which is believed to be the Underworld god Nedu returning to judge the recently deceased is in fact caused by a huge moon (also known as Nedu) eclipsing the host star and plunging the planet into darkness.
(Even though we didn't stick with the idea of the sun hitting the throne, the rest is still valid )
I did experiment with Substance Painter for the Throne a bit but due to being super busy with crunch and GDC I ultimately dropped it since I'm not experienced with it yet. Still a great opportunity to get my hands on it and I'll be definitely integrating it into my pipeline!
Beauty Renders:
Throne Construction Shot:
Thanks Allegorithmic & Polycount for setting this up, We had a blast working on this! Really cool to see so many awesome entries and good luck everyone
Hello Everyone!
I'm pretty new to UE4 and to PBR workflow and not too much experience with any of these softwares...
I started every texture by sculpting it and baking Normal and AO map with xNormal and after that went to Substance designer where i did most of the work and for some props like the throne and sword I went to Substance Painter and did the last details. (love to work with roughness in here! )
For the story behind the scenery I took inspiration from old school games where many final boss battles took place in their own "void" or "dimension" and for graphical inspiration I googled some old fantasy/IRL throne rooms and games like WoW.
Here's the story!
Darkness had taken it's grasp from this land. Populating it with it's dark creatures.
Till in one small town, folks had enough of this and decided to form a brotherhood to keep darkness at bay at night and hunt them in their lairs at day. This gave the world many decades of peace with only some unlucky encounters with creatures until lord of darkness him self decided to put end to this...
He marched in the greatest fortress like his own. He crushed every one who stood against him like bugs and stepped in to the throne room where stood the greatest hope of mankind. King unsheathed his sword but before he even realized dark lord had blasted his guards trough pillars and even walls and stood in front of him.. He broke the floor behind him to stop other to interfere but he wanted them to see how he pierced his hand trough his majesty's sword trough his chest trough his throne and even the rune stone behind the throne...
After this others fleed in terror and he let them run and tell how weak their king was compared his power.
He found this so amusing that he decided to take the whole throne room and preserve it as a trophy.
TL;DR
Strong dark entity preserved this throne room as his trophy after killing the king of a holy brotherhood.
Hi everyone and congrats people, awesome challenge
There is my throne, Moebius throne, a tribute to my very first comic book influence.
The goal was to achieve a 2D hand painted look suitable to comic illustration close to Moebius style.
I hope you'll enjoy my work and I wish everyone luck. See you all, thank you
Applications used :
3Ds Max (modeling, unwrap)
Substance designer (Hatches FX creation)
Substance painter (Base color, Normal map)
UE4 (RT rendering)
Photoshop (Text, presentation)
Initial concept :
And of course, thank you Mr Giraud for your inspiring work...
We are happy to show you our contribution to the Throne Room Contest !
A bit of background on this one..
This cave is where the tribe of festive frogs usually gather to party with their mighty king, who is gazing on the meals perched on his big throne above. Good times !
Actually we are glad to have been able to finish it in time, we couldn't just give up and wanted to participate in this new polycount contest ; because you know we love polycount
Anyway here we are, we wished we had more time to polish every little bit of everything in this scene, but we started late and had too few moments for it.
we are super glad we made it in time despite all the other things to handle in life Of course there are tons of things we wish we could have done better, but that made it even more worth the experience Sadly, one of the things we also missed a bit was updating our wip thread. We do have some screens and stuff, so we will still update the thread will some progress of us The thread can be found here: http://www.polycount.com/forum/showthread.php?t=147331
So yeah, here they are, the final shots of "Kingom of the Rock" from Labmonkey and Daedalus
Texture-set of the pilar (hope I got them all and messed not up)
I really enjoyed my first project like that, but I must go to sleep now - really-
- Please excuse this "loose" presentation -
Cheers!
Really wish, I would have found a way to free up some more time, to do all the things I´ve planed and have a chance for a few more interations... but how know, maybe nect time!
Hello guys!
It was an honor to participate to this contest, I've seen a lot of good things, Congratulations to you!
I've learned a lot of stuff by my self during this project, and I realize maybe too late I should came more on forum like this!
I've seen everybody posted a lot, I'm not really used to do it, post wip, so I hope the fews I've posted help to understand the way I worked.
Another thing I wanted to explain, I didn't want to focus only on the throne but on the entire room!
Anyway, I post our 3 beauty shots (We wanted to follow rule, it's sad cause 3 shots it's not a lot) and a construction shot!
Backstory:
During the excavations in Krikovo archeologist stumbled upon a buried cave deep under the old wine sellers. The quick age analysis has shown that the cave and the structures inside where more the one million years old. In the ruins inside archeologist found something that resembled a throne and a mineral not known before. Very quickly, it became apparent that someone vastly superior has built the Lost Throne room long before the first Homo sapiens stood upright.
To my delight substance designer was very helpful and managed to save me a lot of time and effort. Substance painter on the other hand was not very helpful; I will surely test it again though.
Huge thanks to both Polycount and Allegorithmic for holding this contest, both of us learnt a whole lot these last three months. Great fun all the way!
Team was Sekoran and EnvyNight, our Room is called Ruler of Duality
This was very difficult challenge for me since I had no experience with environments and keeping in mind that it's competition with other participants really made me push myself further and learn a lot.
Thank you Allegorithmic and Polycount for hosting this competition.
Members:
-Piotr Dziubek (VileGuyPete)
Software Used:
-Unreal Engine 4
-3DS Max
-Zbrush
-Adobe Photoshop CS6
-Bitmap2Material 3
-Marmoset Toolbag 2
-Quixel Suite
Maya / 3Ds Max
Zbrush
Photoshop
Substance Painter
Quixel Suite
Marmoset Toolbag 2
Xnormal
Rendered with Unreal Engine 4.
Here is what we had in mind :
A huge palace requested by the most proud Emperor that the Earth has known.
His words where : My Palace will be so magnificent that the gods will be jealous of me, Huge, Royal, Mercyless
and shamefully Wealthy .
From that point we have imagined a large room where the Emperor will be able to see his fellows consuls
and his servants from above.
The throne will be held by a LARGE colossus on his arms (which represents the strengh of the Pleb that support
him).
The 2 Centaurs are threatening on the Royal Stairs anyone who comes to see the emperor with bad intentions.
They're white and black to represent the constant fight between good and evil to keep the balance over the
legacy of the Realm.
The Soldier behind the throne symbolises the Emperor as the Protector of the Realm.
Last but not least, The Medusa snakes' hatch is the point where everyone needs to speak to the king from.
If what he says does not please the emperor, then the gates of the hatch will be opened and the fellow will be
tossed away in a well full of snakes. The consuls lying down on the couchs love to see someone tossed away
even if their first role is to help the emperor in his fair decisions.
We did for fun and in a rush a little video, which is not mandotory for the jury so it's uploading and will be released here and also on our thread
Inspired by lost empires, Roman, Venetian and Art Nouveau architecture and the look and feel of games like Shadow of the colossus and Dark Souls. The throne of an oceanside kingdom long fallen. I used Substance on all textures, there was a lot of fun experimenting and learning with the program.
Replies
http://www.polycount.com/forum/showthread.php?t=147490
Software used:
Zbrush
3dsmax
xNormal
Photoshop
Substance Designer
Unreal Engine 4
The throne is the only model that uses actual textures and was fully textured in Substance designer using normal, AO and cavity maps. all the rest have shader based on masks that uses normal and AO bakes to create material, it's a mix of gold and marble so it's one parent shader that has color and roughness parameters. The marble material is a mix of 6 masks (generated also in designer) in UE4 shader. All gold share the same color, roughness and metalic parameters stored in Material Parameter Collection.
The fire is a bit changed standart UE4 particle (sparks switched off)
Wings, feathers, birds...
Beauty 1:
Beauty 2:
Beauty 3:
Throne:
We'll be posting Hi-res and some materials in our thread.
"Captains Rule"
Members: SSJTroll and TravelingAnvil
Software : Maya, 3dcoat, Substance Designer, Substance Painter, and Unreal Engine 4.
Concept
Our goal was to create a fresh twist on a traditional pirate theme. We started with the idea of Blackbeard's cabin being his throne room and imagined it in the far future. Our rule was 70% traditional 30% futuristic. With this in mind we created an environment that mixes the utility and seedy nature of a pirates life with the opulence of years of successful thievery.
Process
Our process started in Maya where we blocked out our major forms. From there we iterated on that block out several times painting over renders and refining our concept. Once we were satisfied with our layout we began refining individual assets to a higher level. SSJTroll created our wood floor and gold coin textures using substance designer from the ground up.We used Substance Designer to created curvature and ambient occlusion maps that we used in Substance Painter where we textured our assets to completion. Exporting assets out of Maya and texture maps out of Substance painter we assembled our space in Unreal Engine 4 where we applied textures using our master material, assembled lighting, and applied post effects.
Working thread: http://www.polycount.com/forum/showthread.php?p=2274433#post2274433
Edit: Blogspot compressed the screen caps out to 1600x900 replaced them with the ones I uploaded to Imgur
Anyway my idea for the "Throne Room" was an old Shinto shrine, the shrine and Tori Gate was meant to serve as the "throne" element as the Tori gate symbolises the entry into a sacred area.
Edit: Working Thread http://www.polycount.com/forum/showthread.php?t=147010
Sofrware Used:
3ds Max
ZBrush
Adobe Photoshop CC
Substance Designer
Substance Painter
Unreal Engine 4
Old Video:( Ignore)
[ame]https://www.youtube.com/watch?v=30sr0xYx3aw[/ame]
[ame]https://www.youtube.com/watch?v=0uH_LJ6myp8[/ame]
Software Used:
Autodesk Maya 2015
ZBrush 4R6
Adobe Photoshop CC
Substance Painter
Substance Designer
Unreal Engine 4.6
Thread Link: http://www.polycount.com/forum/showthread.php?t=148181
Team Member: Bants
This Prometheus inspired throne room was an idea which provided personal challenges to me, meanwhile I could explore new techniques that I've been wanting to practice. I went 'File > New Level' in UE4 and designed the level a week ago today. I wouldn't have been able to produce the quality in my materials within that time frame without the help of proceduralism.
Click here for my WIP thread
Software used:
zBrush
3DS Max
Substance Painter
Bitmap 2 Material
Photoshop
nDo
xNormal
UE4
Marmoset Toolbag
WIP thread: http://www.polycount.com/forum/showthread.php?p=2232496
Software used:
Maya
Zbrush
Photoshop
nDo2
Substance Designer
Unreal Engine 4
Zachary Graves was responsible for the conepts
I was responsible all in game assets
Void Command Wip Thread
Software used:
3ds Max
Substance Designer
Unreal Engine 4
Photoshop
Almost all of the texture work was done in Substance Designer
Single entry By me noscope
3ds max
Substance designer
Photoshop
Ue4
Wip Thread - http://www.polycount.com/forum/showthread.php?t=148047
Programs used:
- Max
- Photoshop
- Unreal Engine 4
High res renders of the parts that make up the throne. the decision to make it the way it turned out was a quick idea in engine that i liked so i didn't make a full high poly one piece model since the models where already done
Using those 2 as a base i played around a lot with the shapes i could get and ended up with this.
Maya
Photoshop
CryEngine
Breakdown and reference board
Here is the thread that shows my progress: http://www.polycount.com/forum/showthread.php?t=147697
The software I have used is:
3D Max
Photoshop
Substance Painter
Zbrush
Unreal 4
Backstory:
An old clocktower sits abandoned and is now home to a solitary vampire. The clocktower has been his home for so long that
overtime it has broken and the time is standing still for him just as it is for the the broken down clock.
Goodluck everyone!
JSargent
My WIP thread: http://www.polycount.com/forum/showthread.php?t=147806
Software Used
Original post : http://www.polycount.com/forum/showthread.php?t=147140
The throne room is in a modern political context where people thing a king protect them but, the appearances can be fake.
About the throne : this is more like a comfortable Ikea desk chair than a throne of thousand swords.
Software :
Blender (high poly, low poly)
Photoshop (texture base)
XNormal
Substance Painter / Designer
Unreal Engine 4
Maybe upload full project later and finish him.
The Throne Breakdown
https://s-media-cache-ak0.pinimg.com/originals/e3/d1/ad/e3d1adbd53c3bda10ad1fcf74b5d3be2.jpg
Throne of death by Samoyed (http://www.polycount.com/forum/showthread.php?t=147298)
Inspired by Prometheus tried to make the throne on this topic.
Software:
zBrush
Maya 2014
Photoshop
Keyshot
My WIP thread: http://www.polycount.com/forum/showthread.php?p=2238775
Software Used
Throne Shots:
Throne Textures
Reference Sheet
here is our final submission: Duke of the Golden Age
link to the WIP: http://www.polycount.com/forum/showthread.php?t=147735
Team:
Manuel Palme (ricemanu)
Matthias Wagner (tooparalyzed)
Software used:
3ds Max
ZBrush
Photoshop
XNormal
Quixel Suite
Unreal Engine 4
Throne Room
Throne
Moodboard
Software Used:
Autodesk Maya
ZBrush
Unreal4
Substance Designer
Photoshop CS6
Xnormal
Final Renders:
Concept:
References/ Inspiration:
Throne Construction:
Textures:
Finally posting up mine and Tkail's Throne Room; Seat of the Stargazer!
Just follow that link to get to the progress thread!
Tkail - Michael Randle
Whalebones - Charlie Scrimshaw
Software
3DS Max
Photoshop
Quixel Suite
Substance Designer
ZBrush
Unreal Engine 4
The Scene
The Throne
This is my first completed contest here on polycount. I wanted to do a Masters of the universe style throne room with Skeletor's throne. It was a fun challenge and I learned alot more about making game art.
Software used:
MODO
Zbrush
Photoshop
UE4
The throne room. All shots in UE4
The Throne in zbrush and modo, with main inspiration
The 2k texture sheet
here is my update for Throne Room challenge...
so I proudly present you the Throne of malani
here is my contribution to the awesome Challenge.
WIP Thread: http://www.polycount.com/forum/showthread.php?t=148115
Team: Just me and only me.
Software used:
3Ds Max
Photoshop
Substance Designer
Unreal Engine 4
Software tried (but not used for the final submissions):
Zbrush
Unity 4
Unity 5
Substance Painter
So, to cut the long story short, here we go:
And here my master post about the Lotus Throne:
That's it. For more information such as more shots, design progression summary and tile set, feel free to check out my thread.
It was an awesome experience and I'm already looking forward to the next environment art challenge.
Keep rockin'
Lily Zhu
This is the atlas used for all the assets of the scene but the throne :
The original concept art :
I learned a lot during this contest, that was really cool !
Software used:
Maya
Max
ZBrush
xNormal
Substance Designer
Substance Painter
Unreal Engine 4
"The Green Steel Throne Room"
http://www.polycount.com/forum/showthread.php?t=148224
Software: Maya, Substance Painter, Designer, Unreal Engine 4
Porcelain graph
Members : Domonick Bustamante
Programs used : 3DS Max, Bitmap2Material and UnrealEngine 4 (also Roadkill)
by Martin "MartinH" Holmberg & Thiago "Minos" Klafke
WIP Thread: http://www.polycount.com/forum/showthread.php?t=148195
Summary:
Our environment takes place in a distant planet where a civilization was built upon a complex mythology based on the worship of their host star, Utu. This planet is surrounded by several moons each represented by a specific deity that plays a major role in controlling the planet's natural cycles. On the 333th day of each year, the rising sun shines directly on the throne, signaling the beginning of 7 days of darkness. This period which is believed to be the Underworld god Nedu returning to judge the recently deceased is in fact caused by a huge moon (also known as Nedu) eclipsing the host star and plunging the planet into darkness.
(Even though we didn't stick with the idea of the sun hitting the throne, the rest is still valid )
Software Used:
3ds Max, Zbrush, Unreal Engine 4, Xnormal, Photoshop, Bitmap2Material, 3D Coat, Quixel Suite.
I did experiment with Substance Painter for the Throne a bit but due to being super busy with crunch and GDC I ultimately dropped it since I'm not experienced with it yet. Still a great opportunity to get my hands on it and I'll be definitely integrating it into my pipeline!
Beauty Renders:
Throne Construction Shot:
Thanks Allegorithmic & Polycount for setting this up, We had a blast working on this! Really cool to see so many awesome entries and good luck everyone
Softwares I used: 3ds Max, Substance Designer, Photoshop, Unity 5.
More shots on the full thread - Wonder Woman Throne
The Throne
Thank you guys!
wip thread http://www.polycount.com/forum/showthread.php?p=2275620
Team member:
Pedro Fernando Gomez Fernandez
Programs used:
Maya
Unreal Engine 4
Substance Designer and Painter
Work in progress post:
http://www.polycount.com/forum/showthread.php?p=2275594
And here is the final result:
I'm pretty new to UE4 and to PBR workflow and not too much experience with any of these softwares...
I started every texture by sculpting it and baking Normal and AO map with xNormal and after that went to Substance designer where i did most of the work and for some props like the throne and sword I went to Substance Painter and did the last details. (love to work with roughness in here! )
For the story behind the scenery I took inspiration from old school games where many final boss battles took place in their own "void" or "dimension" and for graphical inspiration I googled some old fantasy/IRL throne rooms and games like WoW.
Here's the story!
Darkness had taken it's grasp from this land. Populating it with it's dark creatures.
Till in one small town, folks had enough of this and decided to form a brotherhood to keep darkness at bay at night and hunt them in their lairs at day. This gave the world many decades of peace with only some unlucky encounters with creatures until lord of darkness him self decided to put end to this...
He marched in the greatest fortress like his own. He crushed every one who stood against him like bugs and stepped in to the throne room where stood the greatest hope of mankind. King unsheathed his sword but before he even realized dark lord had blasted his guards trough pillars and even walls and stood in front of him.. He broke the floor behind him to stop other to interfere but he wanted them to see how he pierced his hand trough his majesty's sword trough his chest trough his throne and even the rune stone behind the throne...
After this others fleed in terror and he let them run and tell how weak their king was compared his power.
He found this so amusing that he decided to take the whole throne room and preserve it as a trophy.
TL;DR
Strong dark entity preserved this throne room as his trophy after killing the king of a holy brotherhood.
Corny i know but it's supposed to be!
Here's my throne room.
Had fun and learned bunch of new stuff!
Here's link to my thread http://www.polycount.com/forum/showthread.php?t=147044 .
There is my throne, Moebius throne, a tribute to my very first comic book influence.
The goal was to achieve a 2D hand painted look suitable to comic illustration close to Moebius style.
I hope you'll enjoy my work and I wish everyone luck. See you all, thank you
Applications used :
3Ds Max (modeling, unwrap)
Substance designer (Hatches FX creation)
Substance painter (Base color, Normal map)
UE4 (RT rendering)
Photoshop (Text, presentation)
Initial concept :
And of course, thank you Mr Giraud for your inspiring work...
- Team : Bart and Jihel.
- Wip thread of the Dragonstone : http://www.polycount.com/forum/showthread.php?t=147689
- Software used :
3ds Max
ZBrush
Xnormal
Photoshop
Substance Painter
Unreal 4
We are happy to show you our contribution to the Throne Room Contest !
A bit of background on this one..
This cave is where the tribe of festive frogs usually gather to party with their mighty king, who is gazing on the meals perched on his big throne above. Good times !
Actually we are glad to have been able to finish it in time, we couldn't just give up and wanted to participate in this new polycount contest ; because you know we love polycount
Anyway here we are, we wished we had more time to polish every little bit of everything in this scene, but we started late and had too few moments for it.
Hope you like it too, and thank you !
(our thread http://www.polycount.com/forum/showthread.php?t=149366 )
And the throne !
:poly121:
by Emil Lindfors a.k.a. limeforce
http://www.polycount.com/forum/showthread.php?p=2273567
we are super glad we made it in time despite all the other things to handle in life Of course there are tons of things we wish we could have done better, but that made it even more worth the experience Sadly, one of the things we also missed a bit was updating our wip thread. We do have some screens and stuff, so we will still update the thread will some progress of us The thread can be found here: http://www.polycount.com/forum/showthread.php?t=147331
So yeah, here they are, the final shots of "Kingom of the Rock" from Labmonkey and Daedalus
Beauty Shots:
Throne wip from Labmonkey:
Hope you guys like it and good luck to everyone!
Cheers!
I used: Bitmap2Material3 for creating a seemless tiling slate material from photos, which is now saved in my SP-Materials
Substance Painter and Substance Designer for bake/texture (man, I think I like painter more)
The silver-iron-ish metal was done in SD (base metal, Metal-Edge Wear and Dirt-fx) then enhanced further in SP (leaks and roughness break-ups)
MODO was used for modeling and UVing, 3DCoat for sculpting and some quick re-topo...
Render: Marmoset Toolbag 2 (obvious)
Mountains and the ice-berg were done in WorldMachine 3 and fine-tuned/sculpted further in 3DCoat.
I am way tooo exausted for writing more or posting much "inspiration-images", but anyway - here are my 3 screenshots + the textures of a pilar.
If you want more shots, meshes, concept art or images, that inspired me, please post in my WIP thread and I will deliver them:
http://www.polycount.com/forum/showthread.php?p=2228864#post2228864
Diorama - look at the top - can you spot the Ice-Throne?!
The throne room scene
http://i.imgur.com/ws4mSDs.png
A bit more close-up and with different lighting
Texture-set of the pilar (hope I got them all and messed not up)
I really enjoyed my first project like that, but I must go to sleep now - really-
- Please excuse this "loose" presentation -
Cheers!
Really wish, I would have found a way to free up some more time, to do all the things I´ve planed and have a chance for a few more interations... but how know, maybe nect time!
It was an honor to participate to this contest, I've seen a lot of good things, Congratulations to you!
I've learned a lot of stuff by my self during this project, and I realize maybe too late I should came more on forum like this!
I've seen everybody posted a lot, I'm not really used to do it, post wip, so I hope the fews I've posted help to understand the way I worked.
Another thing I wanted to explain, I didn't want to focus only on the throne but on the entire room!
Anyway, I post our 3 beauty shots (We wanted to follow rule, it's sad cause 3 shots it's not a lot) and a construction shot!
Our tools :
- 3ds max
- Zbrush
- Xnormal
- Substance Designer/Painter
- Photoshop
- Unreal Engine
Programs Used:
3Ds Max
Photoshop
Ndo2
Unreal 4
xNormals
Haya's Halls made by cataev serj
http://www.polycount.com/forum/showthread.php?t=147679
Software Marmoset 2/ zbrush/ 3ds max/ substance designer/ photoshop/ marvelous designer/ sketchup
Shots:
Tech shots:
Concept and reference:
The WIP THREAD: http://www.polycount.com/forum/showthread.php?t=147584
The MOOD REFERENCES:
The BEAUTY SHOTS:
The CONSTRUCTION SHOT:
My idea for my Throne Room is Algor Mortis which roughly translates as the coldness of death.
3D Max
Unreal4
Photoshop
Substance Designer/Painter
Zbrush
WIP Thread is here
http://www.polycount.com/forum/showthread.php?t=146952
Beauty shots
Some breakdowns
Early Concepts
Little flythrough
[ame]https://www.youtube.com/watch?v=jg-gM91K6_8[/ame]
or Vimeo
https://vimeo.com/123790606
Phew! Good luck to everyone, some lovely work on show
Little album start to finish
http://imgur.com/a/kNiDs?gallery
by Sandro "SLOT" Guraspashvily & Irina "erelar" Drozdova
WIP Thread
Backstory:
During the excavations in Krikovo archeologist stumbled upon a buried cave deep under the old wine sellers. The quick age analysis has shown that the cave and the structures inside where more the one million years old. In the ruins inside archeologist found something that resembled a throne and a mineral not known before. Very quickly, it became apparent that someone vastly superior has built the Lost Throne room long before the first Homo sapiens stood upright.
Software Used:
3ds Max, Zbrush, Unreal Engine 4, Xnormal, Photoshop, Bitmap2Material, Substance Painter.
To my delight substance designer was very helpful and managed to save me a lot of time and effort. Substance painter on the other hand was not very helpful; I will surely test it again though.
And without further ado
Beauty Renders:
Huge thanks to both Polycount and Allegorithmic for holding this contest, both of us learnt a whole lot these last three months. Great fun all the way!
Team was Sekoran and EnvyNight, our Room is called Ruler of Duality
Thread: http://www.polycount.com/forum/showthread.php?t=148127
Short synopsis for the room; Egyptian themed with a gateway between this world and the next right in the floor.
Software used:
Substance Designer
Photoshop
Maya
Zbrush
xNormal
UE4
Thank you Allegorithmic and Polycount for hosting this competition.
Members:
-Piotr Dziubek (VileGuyPete)
Software Used:
-Unreal Engine 4
-3DS Max
-Zbrush
-Adobe Photoshop CS6
-Bitmap2Material 3
-Marmoset Toolbag 2
-Quixel Suite
"Temple of Gods"
Beauty shot #1
Beauty shot #2
Beauty shot #3
High Poly, Low Poly and Textures
Team: Jemel Watson & Dan Williamson
WiP Thread: http://www.polycount.com/forum/showthread.php?t=147236
Software used:
Substance Designer/Painter
Photoshop
3dsMax
Marmoset Toolbag
Zbrush
xNormal
UE4
Thanks to Allegorithmic & Polycount for hosting the competition, we had great fun, goodluck to everyone, see you on Twitch!
www.twitch.tv/watson_612 & www.twitch.tv/psypsydan
Beauty Shots:
Texture Sheets & High/Low Poly:
By Bret "Kromenoi" Ware and Regan "The Scanner Darkly" Ware
WIP Thread
Software Used:
3ds Max, Zbrush, Unreal Engine 4, XNormal, Photoshop, Substance Designer, Quixel Suite
Beauty Shots
Technical Throne Shots
Highpoly
Wireframe
Texture Maps
Concept Art
We are team Cauquilus: Florent Vilbert and Najah Benothman (aka Zweibonobo) and this is our try on the polycount Throne Contest.
After 2 months of hard work, joys, difficulties, learning, junk food and skype working calls we present to you :
The Colosseum Palace.
For more screenshots and assets presentation, please check our thread :
http://www.polycount.com/forum/showthread.php?t=148697
Software used:
Maya / 3Ds Max
Zbrush
Photoshop
Substance Painter
Quixel Suite
Marmoset Toolbag 2
Xnormal
Rendered with Unreal Engine 4.
Here is what we had in mind :
A huge palace requested by the most proud Emperor that the Earth has known.
His words where : My Palace will be so magnificent that the gods will be jealous of me, Huge, Royal, Mercyless
and shamefully Wealthy .
From that point we have imagined a large room where the Emperor will be able to see his fellows consuls
and his servants from above.
The throne will be held by a LARGE colossus on his arms (which represents the strengh of the Pleb that support
him).
The 2 Centaurs are threatening on the Royal Stairs anyone who comes to see the emperor with bad intentions.
They're white and black to represent the constant fight between good and evil to keep the balance over the
legacy of the Realm.
The Soldier behind the throne symbolises the Emperor as the Protector of the Realm.
Last but not least, The Medusa snakes' hatch is the point where everyone needs to speak to the king from.
If what he says does not please the emperor, then the gates of the hatch will be opened and the fellow will be
tossed away in a well full of snakes. The consuls lying down on the couchs love to see someone tossed away
even if their first role is to help the emperor in his fair decisions.
We did for fun and in a rush a little video, which is not mandotory for the jury so it's uploading and will be released here and also on our thread
[ame]http://www.youtube.com/watch?v=GILBzKJfQrk[/ame]
Hope you like it !
Kingdom Came
Inspired by lost empires, Roman, Venetian and Art Nouveau architecture and the look and feel of games like Shadow of the colossus and Dark Souls. The throne of an oceanside kingdom long fallen. I used Substance on all textures, there was a lot of fun experimenting and learning with the program.
http://www.polycount.com/forum/showthread.php?t=146953&highlight=shadowplay