Latest update:
Hello all, thanks for visiting!
Having been away from digital art for over a year, I'm using this fantastic challenge as motivation to get myself back into the game and learn/re-learn software. I hope I will have time to finish this, an ambitious task since my day job has a deadline looming (for the exact same date!) but I really want to give this a good go.
I want to try something different so I would like to create a child's fantasy 'throne room' set in their parents shed/garage. The environment will be made up of discarded items from the house and garden. I would like to use a stylized art style with exaggerated shapes and a colourful pallet.
Software I will be using:
Modo - Base mesh, UV mapping, baking
ZBrush - Sculpting, (possibly texturing)
Photoshop - Masking for ZBrush, (possibly texturing)
Unreal Engine 4 - Scene, rendering
And hopefully (if time allows it):
Substance Painter - Texturing / materials
Good luck to everyone!
Replies
The reference sheet above gives more of an overview of the scene, showing how the layout, lighting and asset styles will (hopefully!) appear. I will be creating smaller reference sheets for each of the major assets in the scene before creating them.
Next on the list is to get one of the more tedious tasks out of the way and sort out scale/units/settings between Modo and Unreal Engine 4. I haven't managed to find one source to help set both software packages up together yet. Once I have everything working I will share the settings here, hopefully it will help someone else out there!
Here are some work in progress shots I have taken over the last few days, thankfully I started with whitebox assets as I have changed the layout of the room and assets multiple times:
This image shows the initial room shape and layout I had in mind
I had decided to reshape the room and reposition the windows
And this is the current layout and what I feel will be final
All assets included are simple whitebox at the moment, I also haven't added any whitebox assets for the small clutter as this would take too much time for little gain.Hopefully tomorrow I'll share some of the assets I have started working on in Modo! Thanks for dropping by, any crits are more than welcome!
Due to this not being for a game, I have decided to model and texture the whole asset. I have also decided not to go for overlapping UV's in this scene, I would like to give each asset a unique texture and sculpt.