Hello Polycount!
This is the thread for William And John - Team Bird. After kicking around some ideas for this contest, we settled on something very natural and organic with lots of opportunity to use ZBrush. We gravitated toward a Mayan and Celtic facade so we'll be creating a cavernous throne room from a forgotten kingdom loosely based on this concept by William. We'll be updating this thread periodically as we have new stuffs to show. Good Luck everyone!!
Primary Software Being Used:
Max/Maya
ZBrush
Substance tools
Photoshop
UE4
UPDATED CONCEPT:
And the reference/inspiration page:
Latest WIP
Replies
Thanks! Yeah, William has definitely unleashed his inner concept artist on this project.
We're taking some time up front to test out a bunch of ideas before jumping into 3D. Early on we tried integrating some celtic design elements, but we're getting better result sticking to the just the mayan inspired details mixed with slightly exaggerated raw stone shapes.
Maybe perhaps?
Gonna work on some ideas for add-ons for the wall next. And figure out how it might connect to the ceiling. Can't wait to get into ZBrush with this stuff.
While we get ready to jump into full 3D production, I thought it would be a good idea to make our team a few ZBrush resources to make the High-Poly process go a bit quicker. Here a few Mayan characters and their displacement maps that we plan to use throughout the throne room.
@william21984 - Yes that a great idea. I don't think John or I had thought that far ahead yet, but turquoise stuffs would provide an excellent pop of saturated color and would fit nicely into our color pallet.
Thanks to everyone for checking out the project!
keep it up!!
This is developing really nicely. The new concept works well
The sculpts are looking amazing as well! I'm just going to sit back and continue to enjoy the show.
Not sure if its intended, but because of how the section with the 3 decorative tiles is, it will have 2 tiles in between on the borders so it would be more obvious where the texture repeats.
Cool, figured that was the case. The work so far is cool though, I'm working on a Meso-American type scene myself, but its pretty slow going.
Beating up some more edges!
Here is another update. This time on the wall segments. I baked down the normal and AO information for the lower half of the wall. I'm gonna rely on Substance to create the detail information on this. I also threw together a quick few lowpoly pieces to get some Marmoset renders (straight, corner-in, and corner-out). Eventually I hope to make a buttress thingy to avoid having that dual brick between tiling segments and hopefully create some interesting self-casted shadows.
Awesome work!
Made some textures for the base wall.