Home Contests & Challenges Archives Allegorithmic's 'the THRONE ROOM'

THRONE ROOM – Citadel of hard siege – i1 & Primarx12

Hey everyone!
We are decided to participate as a team of two artists. I will make 3d model and retopology, my teammate will make texture and place lighting. All our concept are generated on the fly. Let's see what's we get.

Tools:
3ds Max, Topogun, zBrush, xNormal, Photoshop
Substance Painted, Substance Designer, Bitmap2Material
Unity 5, Shader Forge

http://www.polycount.com/forum/member.php?u=195356 me
http://www.polycount.com/forum/member.php?u=199654 teammate

Replies

  • Primarx12
    Hi all, So it's time to put a description of the creation of our room with the throne. I want to ask for forgiveness at once, because not long ago began to spread all (we work and all his spare time was spent on the creation of this room and did not have time to create a blog). To begin with distribution of responsibilities between me and my friend. Initially it was assumed that I would deal only with texturing models and lighting arrangement, but during the development stage, we are faced with the fact that my friend can not cope with the creation of high-polygon models, topology for them and for the creation of UV low polygonal model. That's why I took part of this work themselves. Namely, after the creation of their high polygonal model, I take it back for revision, ie creating a low polygonal model (optimized for mobile devices), then the model for creating a sweep in the 3d modeling package and bake all the necessary maps for further texturing. I want to note that this work to create a low polygonal model was carried out by both of us as possible. Next, I added this textured and finished model on the scene, to arrange them.



    And so it is time to join to business J When we were preparing to join the contest we had to accept the fact that none of us can not draw even simple sketches for the game levels and it was decided to make a sketch instead of the level of blocks in 3ds max. The first version of our sketch with the throne room was such as shown in the screenshot below:


    0ace8eb6f5c3f4b65120efcce17c1e76.jpg
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    The history of this room was that everyone is trying to make a room of gold or any articles that unnecessarily epic show how epic the owner of this room, we decided to dissociate itself from the template and create a room of a man who does not need all this. This room was conceived as a general room artillery troops after the capture of its opponent. This man who ran the army does not need any statues or gold or so people need the minimum conditions of existence (perhaps you will argue with me on this, your right). The defenders fought back, but the room was invaded. Room more than once captured, on this we decided to reflect this. According to the laws of war genre, we decided not to make a large room with several rooms and make one room is medium in size as shown in the first sketches. The first version of the throne and his entourage, guns, etc. shown below (no models that could not be saved though ):


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    But first came to the failures of our concept. The room was not exactly of the form that we would like and it was decided to change radically the room it became more square, there were elements with doors, a hole in the wall became justified by the fact that the room made it concrete bomb which partially damaged the throne but did not explode and have from this we have created a new 3D sketch which is shown below:


    f9d90cd56cab068403075d4a2e959bfb.jpg
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    After creating this sketch we started the second attempt to create a showroom throne (and glory can last )
    We now turn to the work that we have carried out. So start with a scorched door and hastily built armored shutter. The first thing my friend made a sketch-entity from which then in ZBrush creates a high polygon model with a frozen metal and flaps:

    8a0a09cd711b98a75d29901c7c113283.jpg
    828f7da1a7e151c3eb7dfe5369a6b2f7.jpg

    Next throwing off them to me means the repository, I began to create for them a low polygon model (note again the model created for the fact that it was possible to work with them on mobile platforms):

    0977a575bb14198f9794641dfbcd4d9a.jpg
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  • Primarx12
  • Primarx12
    Door low polygonal model was not required because my friend did it and so optimized. Later in the simulation package MODO (it has not been claimed since it only work I, and initially all these actions was to fulfill my friend) I created for these low polygonal models UV coordinates:

    16e10ce82cdaa37e4ef9cbf0bbc009f0.jpg
    1ee7b95782060883622d5229a6783a27.jpg

    Beyond that after the creation of UV it is time to bake normal maps in the software package xNormal (We only use these cards as well as shadows and AO bake in Unity 5):

    d3f0261cb6f382cd843f1292ef74d8ea.jpg
    46d0bb6fc38339150e361ce17c0be842.jpg

    After this operation, as shown in the figures, the models are virtually no distinguishable from high poly. Normal maps are superimposed in the Substance Painter and then I moved on to the texturing process. The outcomes of these models you can see below:

    733c8acfe00922adaa47aa41bf42c178.jpg
    b9ca5492fabcfe204cf3d81f6ad35f13.jpg
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    Models were added to the scene in Unity 5.
    Further below in the posts will exhibit only the final results of texturing models, as described above our entire pipeline from the workpiece to create texturing low polygonal model. Just'll create a separate post describing problems we faced inexperience, post-effects and other things.
  • Primarx12
    forgive me for my broken English :)
  • Primarx12
  • Primarx12
  • WarrenM
    FYI, as a general rule, metalness should be black or white. Shades of grey are very unusual unless you're doing something very specific.
  • Primarx12
    WarrenM wrote: »
    FYI, as a general rule, metalness should be black or white. Shades of grey are very unusual unless you're doing something very specific.
    I did what I wanted to do.
  • WarrenM
  • Primarx12
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