TravelingAnvil and I will be teaming up for this project. We will be working on making a futuristic representation of Blackbeard's Planning/Captain Quarters. We will update soon with reference photos along with room and throne plans.
Cool idea! Maybe rethink your blockout a little though. On ships and spaceships space is at a premium, so there are rarely flat side walls, especially in bigger rooms like this. Right now your blockout looks more like the interior of a pirate themed building than a vessel.
Ok so have been failing miserably at updating the posts. Here is a big update. Everything is still in progress and the materials are on things to try them in UE4 with the master material. I will nudge TravelingAnvil tomorrow to update with specifics on his work.
Any who, I have been working on getting a gold coins Substance.
Besides that the room is coming together with the props and throne have not started working with lighting yet, just working lights that are still in there now.
A little update, our assets are in ue4 in the above images and we are currently texturing away madly. We still have some asset tweaks to go. Hope you like what you see. As always it is never too late for critique. Feel free to lay it on.
Told myself I had 3 hours to figure out Substance Painter or I had to texture the way I am used to, because of the time crunch we are on. Well I will be doing little work in Photoshop from now on, thats for sure.
Screen shots from my first ventures in Substance Painter.
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.
Replies
This one was just a quick layout that we could scribble on over lunch break.
Any who, I have been working on getting a gold coins Substance.
Besides that the room is coming together with the props and throne have not started working with lighting yet, just working lights that are still in there now.
Screen shots from my first ventures in Substance Painter.
So we have started the mad texturing. Lucky with Substance Painter, it has been going pretty darn quick.
[ame="https://www.youtube.com/watch?v=kedzTeuDFRg"]https://www.youtube.com/watch?v=kedzTeuDFRg[/ame]
Some more shots of assets in Painter.
(edit)- Adding the video correctly
"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
you could post a Print Blue Print with visible nodes?
you could post a Print Blue Print with visible nodes?