Hello
I've just noticed the challenge so I suppose I'll join, so far i will pop only little mood-board that I've made and i'll add more updates later!
I will produce this one using:
Unreal Engine 4
Zbrush
3DS Max
Substance Designer(potentially)
Bitmap2Material
Good Luck :poly142:
Replies
-Concept sculpting of throne (not finished, gotta start from scratch)
-Reading about Greek architecture and mythology
-Research(thus why images below
-Basic asset list for the start
-Improving and modifying blockout map
At the moment I'm at the stage where I'm creating detailed key repetitive assets for my scene along with some dominant materials, that includes
-Entablatures, colums and related pieces
-Marbles, bricks, and other main textures
Last week was literally horrible since it was spent on fighting with Zbrush 4r7 which comes with lots of new features, and lots of key pieces broken.... 3DS Max 2015 which decided to simply go crazy with crashes, tangent/normal issues, lighting and pretty much everything that worked suddenly stopped.
But yeah, here are the progress shots
Next on the list are:
-Short column for balcony and finish column stand(the box)
-Bake entablature texture, square and corner entablatures
-Bake column capital
-Balcony railing
-Sculpt Bipod statues and decimate
but at least it ended up with pretty cool eagle
various column types, in the end i've decided to go with simple flat side column
Spartan soldier sculpt, awaiting retopology and reposing
Front of the temple, arches and trims still not made although the overall look of the room sits the theme.
Testing scale, in the end player character has been scaled up to match the upper side of trim with its head.
Adding arch blockout to the map in order to add colour and break the repetitiveness from the scene visible in early blockout
First attempt to create arches, this attempt was scrapped as it looked more medeival than greek and did not fit theme.
Adjusting the front room's scale in order to clearer reflections
Fire bowl to be put along the corridors
early baked of culumn, further fixed by adjusting compression settings
http://puu.sh/grI2a/4563c3b7aa.jpg
Another attempt at creating the arches, result is still not satisfying due to medieval look although after research it turned out that arch trim needs to be made thicker and more round.
Front Arch work in progress
>currently in scene shot http://puu.sh/grI8P/21d8bd4f74.jpg
Bottom trims finished along with plinth, test shot for final presentation.
Already new arch, adding colour in the scene to break the monotony, lightmap problems to be fixed.
New arches for the hallway
>currently in scene http://puu.sh/glabM/46511848bd.jpg
>after adding a little post process to achieve warmer look http://puu.sh/gladq/109d30550b.jpg
sculpture of murial
sculpture of side murials
Front of the temple as it currently stands
and that's widescreen shot from the back
Floor for environment done along with materials visible on the left side
Floor Material #1
Floor Material #2
Use of Parameters in materials allows changing colour, tileability, roughness and other values within texture instance
Cliff Sculpt in zbrush -> decimation -> retopo -> UV done
Cliffs added to the scene
Trees added to the scene
Light adjusted to cast ray above bridge through the leaves
Light Re-adjusted for more mid-day look(might change back to noon)
Water added to the waterfall
Water itself uses world offset normal which makes it look as if it actually going down the hill, setting it under X/Y axis allowed me to create waterfalls due to desired texture stretch
Added flags and gave them temporary green colour, scene now looks surprisingly Italian
Shot of the current thronal area, 12 steps is signyfying 12 different gods
Huge amount of lightmaps have been fixed although following still need to be fixed:
-Arch
-Bridge
-Short wall on 2nd floor
Throne pedestals and steps finished
3ds max viewport screenshot
Tha++++n+++k++++ ++++y *moves tablet aside* Thank you!
Finished Fire stand, material which I prepared for it allows me to quickly make other metal objects without need for creating extra materials for every upcoming asset.
Shader creted for this purpose, if someone would like more information about it, im more than likely to provide bigger screenshot(i just dont know how to capture one >.<
Here's quick look at all details which material allows me to change through parameters.
Reference board for throne, in the end i've decided to go with lounge chaise of sorts as its going to fit the ancient greek dining style.
Basemesh to be exported to Zbrush
WIP shot from zbrush, base blockout done, majority of soft material already given shape, rear contains buttons with traditional Greek decor on it.
At the top of Chaise Lounge i've decided to add little curtain to point out the wealth
3 types of leg attemps, unfortunately i didn't have an idea for how to keep consistency of floral design from the middle, due to that reason i've left leg flat and i'm going to paint with floral gold pattern
Final sculpt of thronal bed
Baking Preparations
I've added textures of flag which use masks for setting up roughness/specularity/metalness of areas, the gold decor uses metalness and gold value.
On top of that material itself also uses fresnel for reflections, it makes gold look right under all angles instead of darkening when looked straight at.
Also foliage was added:
Throne LowPoly unwrap
Thrones placed on the map, now its time to bake everything down and add final textures. For now they badly blend with the background but once they're branded with mahogany wood and purple fabric, and gold, they should stand out properly.
After spending about 30 minutes trying to fix smoothing issue caused by Zbrush decimation master, the only way was to create pillow with quick manual retopology
Conclusion
Zbrush decimation won't do all retopology for you...
Normal maps baked and applied to temporary materials, few quirks visible here and there but most of it will be finished tonight hopefully
After that I'm going to move onto columns and cloth simulations to cover the steps and certain areas.
Due to scaling issue which has appeared yesterday i was forced to change few crucial assets around the environment which caused population issues
Currently issue seems to be fixed by increasing amount of props in corridors and scaling them down but i'm ploanning to add carpets to break the boredom of plain marble, previously that wasnt an issue since scale made corudor feel more narrow but it turned out to be important issue to address
After playing with material edit for quite some time i've finally figured how to create satin-like material for chaise which i'm using as throne.
Time to get back and fix UVs(clueless of what happened)
Since deadline's up close I've dropped down quick MoSCoW planning to get a rough idea of what to focus on(helps keep peace of mind)
Time to see how much can i get done in last 3 days
Yes, I've been trying to achieve satin material for quite some time but I've kept getting this sort of burlap, I was about to give up and trade satin for simple gold leather sort of thing but... I forgot to unplug other masks, suddenly I had satin XD
Just today I've ended up with hella funny scaling issue!
Here is the statue, it is a Titan which is supposed to resemble ancient conflict
Toes are screwed but they're not a focal point(and I was very short on time)