Hi there.
Here's my idea for the throne room contest.
Can't say it's something very original, just wings coming from the throne making the king (or the queen) look godlike.
I did some rough sculpt and some really dirty bakes to support my blockout and see what I want from this scene. Those are all just placeholders for now.
it's UE4 btw.
glad to finally join some awesome environment contest and good luck everyone!
Replies
I tried to sculpt the arc to find what would fit the idea of wings and baked it onto a plane with extra geo. It still feels like it does not belong here but decided to post it anyway to show my progress.
Good luck.
Cheers!
also sense of lighting is cool from start - want to see the final lighting result :]
here's what I've spent my weekend on.
I tried to come with the flor design. It's not final but I like the idea of feathers on the flor as it supports the whole wing idea.
The room is still filled with lots of place holders only to see how shapes are working together.
I've spent a lot of time trying to clean up walls geo and doing some visual tests. Still a lot of rough sculpt, test bakes, dirty geo and a lot of intersections. No textures and no shader work so far.
A lot of work ahead...
Thanks for kind words and imgur advice.
gonna get some sleep...
Keep it up!
I felt that it would be hard to hit the deadline with the amount of assets left and I've asked my friend Desmera for some help so she is joining my team for this contest.
Here's a small update. lowpoly and bakes of my throne model.
Most materials that I have in scene are marble and gold, and I thought that I need a fast way to create new marble type each time I need color and material variations.
I'm not a very skilled substance user, watche only one tutorial so far, so I don't know if it can create shaders for UE using the UV channel mixing and tiling scale for long surfaces, so I used substance designer (substance designer 4 that is) for masks and then mixed them in UE shader editor to get albedo of what I call "marble". it uses following masks with custom color for each and an extra mask that uses bigger tiling scale to hide tiling, then it uses extra channel for golden detail overlay (if I need one) and extra channel for normalmap texture.
Specular, roughnes and UV multipliers are in place and it all works with instance shaders.
I'm not including neither the graph for designer nor for UE as it is a huge mess in there and I don't have time to clean it up before the deadline.
oh, and Des helped making extra detail to fill the scene in.
I know some of the things I did are stupid, don't blame me as I don't sleep much lately ^_^, if you have some tips for the future on how to make this easier in designer itself, I would gladly hear em out, switching back and forth form Designer to UE was a bit confusing as for doing same things like navigation you used different buttons, but in general it feels very simmilar and easy to master.
Got to fix what's left.
Des helped a lot with retopology and some sculpting.
Some of the textures show only their mips, I'm gonna watch for it while preparing final images.
also some objects don't have lightmaps.
Great job guys!
Here are some hi-res:
Good luck to all participants, and it's time for some rest.
Could also any admin change the thread name to "THRONE ROOM Winged Throne ACeye & Desmera" ?
Thanks