Nice work so far. I started a similar thread and just wanted to check we won't have the same outcome! Are you sticking with this semi realistic styling? I was going to go for a slightly more stylised pixar/light steam punk styling,so hopefully they will look different
Ok cool,i will try and keep with proper stylised then. I'm also making mine quite grimy, pizza boxes on the floor, etc. So hopefully it's different from your current clean style
These models are excellent! I like the material definition that you have so far, will you keep it super clean or are the materials just temporary? You really nailed the retro style, I'm really excited to see where this goes.
Blasting on there Warren, its weird seeing all those old computer bobbins from my childhood but if I'm getting the right impression it feels like you are making a throne to your youth or something maybe which is awesome
That monitor in particular popped me back to the 80's. Very crisp and well put together, you're putting together a lot of elements to put together a nice scene. Are you going straight to arrangement in 3d or do you have some sketchs of the overall?
Testing the MODO -> UE4 pipeline. Looks solid! Normals and Diffuse baked from MODO ... can't wait to play with Substance Painter and get these prettied up. Eventually.
So, bashing around a block out for a possible throne room look. I have a few ideas in my head and I wanted to try this first. Futuristic sci-fi with retro tech ... I love the chair in this setting, and the tech looks pretty cool. Maybe ...
Thanks! Yeah, someone else asked for that too. Honestly, I might ... but I promise it won't be very exciting. I used psubs in MODO so what I do is a lot of medium-light geo with edge weighting/creasing.
Getting a few props into UE4 and trying out lighting schemes. This is just a basic normal map and a flat colored diffuse. I can't WAIT to start creating some real PBR materials for these things!
I think cylinders in the throne could use more polygons. I mean I know that this should potentially be in a game and if it was some normal prop it would be more than enough but it's a hero prop so I think it should use more polys.
Right now cylinders look too jaggy to my eye. But it may go away when you put into the room with materials, lighting and so on.
wow this is really cool stuff! It is on a similar level to the Alien Universe with the futuristic retro look which of course is an awesome thing!
Good luck and keep pushing! I am already struggling to find time for this throne competition, and with competitors like you it sort of makes it just as enjoyable to follow what people are doing!
All looking great, the extra polys really helped too as I was focusing on those too much in each render. Nice colour scheme in the latest render too, very slick!
Agreed, the chair is looking much better after the re-work. Cant wait to see moar!! Do you have a composition/reference you're working towards? or are you shooting from the hip? Sub'd
hewitt - I'm still working out scene ideas in my head. I have a back story that I think is decent that I'm fitting everything to. The actual details tho are definitely from the hip...
It's been a few days but I've been working on this in what time I have. I've been learning Substance Painter as I go so that's slowing me down a little. However, I think I've got a decent handle on it now.
It's going to be great to get easy wear and tear effects using roughness values:
And I've started into a longer list of props to fill out the environment:
Do you have a product design background? Shapes are looking good and fall in line with the overall aesthetic.
I want to nitpick about smudges from fingers on buttons of the cassete player. They look like they hit slightly above indentations while in real life it's usually the other way - people tend to hit it closer to an edge right into indentations. I don't have a time to produce a reference right now and may be I'm wrong but for now smudges looks a bit unnatural to me. I will try to find some photos in the evening.
W
Replies
Need to start some of the other props next...
Nice work so far. I started a similar thread and just wanted to check we won't have the same outcome! Are you sticking with this semi realistic styling? I was going to go for a slightly more stylised pixar/light steam punk styling,so hopefully they will look different
But I'm definitely considering it...
I UE4.
A few more low poly meshes to do and then it's back to high poly stuff and MOAR PROPS.
Right now cylinders look too jaggy to my eye. But it may go away when you put into the room with materials, lighting and so on.
Good luck and keep pushing! I am already struggling to find time for this throne competition, and with competitors like you it sort of makes it just as enjoyable to follow what people are doing!
Ross
Thanks for the feedback!
Looking good
(edit : It's the black I think, makes them look hollow)
It's going to be great to get easy wear and tear effects using roughness values:
And I've started into a longer list of props to fill out the environment:
I want to nitpick about smudges from fingers on buttons of the cassete player. They look like they hit slightly above indentations while in real life it's usually the other way - people tend to hit it closer to an edge right into indentations. I don't have a time to produce a reference right now and may be I'm wrong but for now smudges looks a bit unnatural to me. I will try to find some photos in the evening.
W