Original Post:
I'm going for an overgrown jungle temple with lots of hanging vines and foliage. I also want to incorporate gold elements for nice material contrasts.
Not certain of how I'm going to lay everything out, but largest image on my ref board is the "feel" I want to accomplish.
Test bake came out pretty good, I was going to mirror the main column and overlap the column base and top, but when I tried laying out the UVs there was a lot of space left and it wasn't that much better than a unique bake, so I'll have to redo a lot of the sculpt with that in mind.
I like the simple geometric stylized feel, the throne looks nicely balanced, though maybe adding some more jade on the bottom and some more 'noise' in the middle of the back might keep it from being to bottom heavy-
Overall the pieces all look like they fit very well together-
Thanks for the feedback, green stones are supposed to be gems of some sort. Since you mention jade, I suppose it does have an asian feel to it, which wasn't really what I was going for. I'll probably give it a sculpting pass before I start adding many more details.
Threw in a ground plane and some trees to get a feel for how they would react to lighting (trees are placeholder since I got them from a tutorial). So Much stuff to do and such little time.
I highly doubt I'll be able to knock out decent trees in the time left, should I try for the trees, or present the level for the deadline as more of a pedestal which will allow me time to get smaller foliage and other debris to set dress the main area?
I actually made a base pattern for the leaves in substance designer, and made it large enough so I could move the leaf UVs around to get a few variations.
I was able to model high res versions of the leaves since the splits on the leaves are relatively simple.
I then baked them down in substance designer with the bake texture from mesh I baked the Base Color and Roughness in separate passes (would be cool if you could just bake down a graph in one step). I also composited a tiling texture into the side for the vine, it needs some work to match up with the reference but not much time left.
I figured I would throw up a bunch of my other textures, the trim one has a bit of wasted space since I planned to add more element that's I didn't get around to.
All of these went through substance designer, and just the ease of export saved me a lot of time, I think the only time I used photoshop was to prepare my presentation template .
Also, Substance designer 5 Tri Planar was a game changer, no awkwardly painting out seams of covering them with props.
Overall I really like what you got going on.
I'm getting some Stranglethorn Vale tingles from looking at your scene, which is great.
I'd suggest adding some wear on everything, to create a little bit of variation.
Some moss and dirt on the tiles and pillars would help alot. As of right now they feel too uniforum.
Try adding some of it on the seams between different elements, like on the base of a pillar where it intersects with the floor.
Also, try adding alot more roughness variation, because everything feels a little bit too rough.
Overall I really like what you got going on.
I'm getting some Stranglethorn Vale tingles from looking at your scene, which is great.
I'd suggest adding some wear on everything, to create a little bit of variation.
Some moss and dirt on the tiles and pillars would help alot. As of right now they feel too uniforum.
Try adding some of it on the seams between different elements, like on the base of a pillar where it intersects with the floor.
Also, try adding alot more roughness variation, because everything feels a little bit too rough.
Thanks Man, I totally agree with you on the scene needing some variation. I didn't have all that much done, and when time started to wind down, I had to pick my battles. Ideally I wanted a vertex blend shader that blended in moss dirt and even just color variation on the trim, and for the ground version have areas where water would collect which would also add nice shiny bits.
Nearly forgot about my hanging moss texture, I used fibermesh to create it, planned to have some other stuff on the texture sheet which is why the bottom part is pretty empty. It was my first piece of foliage for the scene, and I wasn't super happy with the roughness map, but the detail in the normal sort of saved it I guess, there was also a map not shown that would occlude the thicker parts from the sub surface effect.
Replies
Overall the pieces all look like they fit very well together-
I highly doubt I'll be able to knock out decent trees in the time left, should I try for the trees, or present the level for the deadline as more of a pedestal which will allow me time to get smaller foliage and other debris to set dress the main area?
Here is some ref for the type of creeper/liana:
I actually made a base pattern for the leaves in substance designer, and made it large enough so I could move the leaf UVs around to get a few variations.
I was able to model high res versions of the leaves since the splits on the leaves are relatively simple.
I then baked them down in substance designer with the bake texture from mesh I baked the Base Color and Roughness in separate passes (would be cool if you could just bake down a graph in one step). I also composited a tiling texture into the side for the vine, it needs some work to match up with the reference but not much time left.
All of these went through substance designer, and just the ease of export saved me a lot of time, I think the only time I used photoshop was to prepare my presentation template .
Also, Substance designer 5 Tri Planar was a game changer, no awkwardly painting out seams of covering them with props.
I'm getting some Stranglethorn Vale tingles from looking at your scene, which is great.
I'd suggest adding some wear on everything, to create a little bit of variation.
Some moss and dirt on the tiles and pillars would help alot. As of right now they feel too uniforum.
Try adding some of it on the seams between different elements, like on the base of a pillar where it intersects with the floor.
Also, try adding alot more roughness variation, because everything feels a little bit too rough.
Thanks Man, I totally agree with you on the scene needing some variation. I didn't have all that much done, and when time started to wind down, I had to pick my battles. Ideally I wanted a vertex blend shader that blended in moss dirt and even just color variation on the trim, and for the ground version have areas where water would collect which would also add nice shiny bits.