Thanks
yes i will need to create different ones but it is pretty quick so we will see but i still dont know what to put on ground maybe some cobblestone bricks road well ..
here is little update .. hard end of the week... so nothing extra, just texture/zbrush ready Well
next update when i create at least half village
Changed it alot on it because it looks too simple in concept
Here's the blockout I've been working on. Still a bit messy, but so many things will be modular that I'll end up replacing them probably. The corner roof of the larger building is giving me issues :P and the round mill building in the back is a little wonky. I also fleshed out the well a bit more. Still learning UE4 so I know there is quite a lack of definition in my screenshot. Maybe I'll work on getting the lighting sorted out next.
@billitor: Some of the details are still missing. For example the grooves on the frame and the bolts on the wood. Same goes for the details on those protruding parts. No idea if were planning on still adding those. If so, ignore this.
The second thing: The wood grain is really strong compared to the grooves, that separate the wood. I can't really tell where one board ends and the next one begins. You might want to change that a bit.
@Billitor, I think the wood is kind of noisy and needs a bigger grove between the planks of wood. Currently it looks like a whole bunch of little planks or one big plank with a whole bunch of grain. (like what f1r3w4rr10r said)
Also, since this is a sheild small cuts like the ones you made won't really show, it'll be better if you had dents or gaint slashes. There should also be a gap in the cut between transitions that have different elevations.
You should also soften the edges of the metal frame just a bit and keep it consistent through out, having scratches in some areas. (mainly outer)
@Fletcher, the shading looks kind of weird on the center plate, (it extrudes outwards a bit) maybe have it flat?
Hello, This is my first time posting to this part of polycount,
I'm not too happy with the result, so I'll retopologize it as for a cleaner high poly. (also played around with scratches )
Created one house and reused the parts/textures to create some of the other houses in the background. Still gotta actually make the houses complete and fill the background a bit more.
small update here.. i think i'm done with high poly. it took longer than expected as i misinterpreted the positioning of the skull so I had to readjust and resculpt some parts... lesson learnt
After zbrush drove me nuts I returned to a hand painted style for the shield.
The idea was to create a Aldori Legacy Defender 2.0 (link)
(2048 Diffuse only, rendered in 3Do)
Next will be the gems and make it a little more "metal" as well as the other textures.
(If some one has a nice texture for hand painted gems, feel free to post it^^).
I also thinking about using a PBR texturing process here (Gloss & Metal Texture), just to see how it looks
For the high poly I just take a look at Mudbox, maybe it's more suiteable for me then zbrush (comin from 3D Max^^).
@GhostDetector lookin good man but for some reason your metal isn't really coming across as metal. I think it's because of how smooth the edges are. I may be wrong though you might be able to sort this with your texture
Quick 45 mins on this to finally get something started. Getting the basic shape right first,neglecting unwraps for now. Unsure how the handles would work on a hide shield so I'll have to look into that
small update here.. i think i'm done with high poly. it took longer than expected as i misinterpreted the positioning of the skull so I had to readjust and resculpt some parts... lesson learnt
as usual, crits are welcomed!
The skull came out awesome, the only thing I can see is that the wood looks a little lumpy. I think you could make some sharper and more defined grooves in the planks.
I'm moving onto texturing and I have no clue what to do and I'm bad at painting and drawing. So this is probably not going to get finish, but I'm going to practice texturing.
Worked on the texture a little further.
Still have problems with my normal bake (seems something with the cage is off, have to figure out what exactly...)
Progress so far:
So far I used 2048 textures (Albedo, Metal, Opacity, Base-Normal, AO & Spec/Gloss
I also have to redo the panel line highlight & the cuts (both look totally bad)
Comments, Critics and Feedback welcome
Probably calling this done, was fun. Not super happy with the wood gloss or the leather in general, and I can't tell if the texture in general is too busy or if I've just been staring at it for too long. The metal could probably use some colour variation as well. Regardless, PBR practice is always a good time.
@billitor Only thing it's bother me is the lens flare in your presentation. It's like combining sci-fi with medival style. But it's maybe my personal taste:) Besides that shield itself is very nice executed.
@JamesArk your shield is really neat. One thing I noticed is that your black cavities don't match with normal map. I know you've sculpted first and then add texture on it. My suggestion is converting albedo to normal using nDo or Crazybump and combine new tiny cavities with your sculpted normals. Also you could add more variation to rougness map or gloss map (whatever you're using) of wood to give it more scratched look.
I thought it was finally time to upload my work in progress on the shield! I'm having fun with this prop challenge. Since the model itself is relatively simple I'm going to be focusing on my texturing, so I've tried to get a variety of materials in to my model. I'm following the concept loosely and adding references that I've gathered from other viking shields.
My idea is that this shield belongs to a clan leader or someone in a very high position, so it's more embellished than a standard viking shield would be, and will also not be so terribly bashed up as its wielder would first send front line warriors to fight before joining the battle himself (which I also realise is not necessarily the viking mentality but oh well ). The triangular piece on the back is a leather sheath for a small dagger in case it doesn't read so well.
I will be taking this into ZBrush as the next step, but before I do that I'm trying to work out a last detail of the design. I tried to build the shield thinking how it would really be put together, how pieces would fit into each other, where it would be bolted, etc. so I'm not sure how the metal bits on the edge would be best held in place. Anyone have any thoughts? Also I'm wondering if I should put a wooden bar across the back to further stabilize the wooden shield or if it would come across as too busy design-wise.
Here's mine, had some problems baking normal map, and in the end it turned out without much detail in it anyway (as i suspected), at least I found out how to do bakes more quickly. Too bad I can't find the time to do another of these shields due to my other projects.
@Busterizer: I like how much detail you were able to bring out with just the geometry, but a little more surface detail with a normal map couldn't hurt, especially on the wood. Another thing that is a bit irritating to me is the amount of texture space wasted on the front side. You could have just split the wood part up under the metal and save some space there.
After some "zbrush-beginner-panic-attacs" I went back and decided to do the shield material by material in zbrusch, render the normal an AO in Xnormal and then add them together in Photoshop. Small steps.. step by step
@SpaceRogue First I want to say good job on the wear and tear. I like it the wood on your shield does not look like planks. They look like you took a knife and sliced into playdough. Try creating each individual wood plank and then if you want to lower the polycount, bake them onto a lower poly mesh afterward.
@SpaceRogue First I want to say good job on the wear and tear. I like it the wood on your shield does not look like planks. They look like you took a knife and sliced into playdough. Try creating each individual wood plank and then if you want to lower the polycount, bake them onto a lower poly mesh afterward.
Yeah I'm gonna redo them today and doing them individual is a grreat idea, thanks for pointing it out ! Back to work C:
@BanoffeePie howdy ! Great to see you joining and good work , I would render it on a different background tho, the inner metals are nearly the same grey as the background.
@SpaceRogue: Really nice work but I think the "dents" on the middle buckkle are a little bit to heavy and the wood need more sharpnes. @BanoffPie: Good start, whats the vert count on it?
Today I finished my shield, not totally happy with it but for my first zbrush sculpt I think it's not that bad.
Here is a WIP render of my shield. First time i try to sculpt this type of asset... I had some topology problems in the back so it doesn't look that good.
Replies
Thanks
yes i will need to create different ones but it is pretty quick so we will see but i still dont know what to put on ground maybe some cobblestone bricks road well ..
here is little update .. hard end of the week... so nothing extra, just texture/zbrush ready Well
next update when i create at least half village
Changed it alot on it because it looks too simple in concept
GH and HF
if someone can,give a feedback please.
The second thing: The wood grain is really strong compared to the grooves, that separate the wood. I can't really tell where one board ends and the next one begins. You might want to change that a bit.
So here is my hp wip, ornaments suck, I know. I will re-do them.
Also, since this is a sheild small cuts like the ones you made won't really show, it'll be better if you had dents or gaint slashes. There should also be a gap in the cut between transitions that have different elevations.
You should also soften the edges of the metal frame just a bit and keep it consistent through out, having scratches in some areas. (mainly outer)
@Fletcher, the shading looks kind of weird on the center plate, (it extrudes outwards a bit) maybe have it flat?
Hello, This is my first time posting to this part of polycount,
I'm not too happy with the result, so I'll retopologize it as for a cleaner high poly. (also played around with scratches )
Created one house and reused the parts/textures to create some of the other houses in the background. Still gotta actually make the houses complete and fill the background a bit more.
[sketchfab]65709c0e776542cd8a61965d58975bca[/sketchfab]
Buildings by serphantim on Sketchfab
as usual, crits are welcomed!
Heres the maya version of my shield. I wanted to get critiques before I sculpt in zbrush.
[IMG][/img]
[IMG][/img]
Like these images:
Hey guys here is the high poly of my shield , I am about to take it into Zbrush for the sculpted details, I would love to hear what you guys think!
The idea was to create a Aldori Legacy Defender 2.0 (link)
(2048 Diffuse only, rendered in 3Do)
Next will be the gems and make it a little more "metal" as well as the other textures.
(If some one has a nice texture for hand painted gems, feel free to post it^^).
I also thinking about using a PBR texturing process here (Gloss & Metal Texture), just to see how it looks
For the high poly I just take a look at Mudbox, maybe it's more suiteable for me then zbrush (comin from 3D Max^^).
Quick 45 mins on this to finally get something started. Getting the basic shape right first,neglecting unwraps for now. Unsure how the handles would work on a hide shield so I'll have to look into that
new update:
The skull came out awesome, the only thing I can see is that the wood looks a little lumpy. I think you could make some sharper and more defined grooves in the planks.
Realy nice work Pangeae, good luck with the textures !
Happybell thats looks awesomeeeeee, but I think you left your symmetry on with the wood cracks heh.
Making one of the shields. Progress so far.
Does anyone here has a good tutorial on how to do Low Poly Modelling in zBrush? I feel I'm kinda to dumb for it.
so i wont be able to finish village (strating to have no more time:poly127:)
i tried today make simple shield without handles... soo many errors heh but i tried baking little more ..
i will try at least finish some of those shields
GL HF
@frostbyte nice clean looking model!
I think I have oversculpted it, gonna do the low poly version. Any thoughts are appreciated
Still have problems with my normal bake (seems something with the cage is off, have to figure out what exactly...)
Progress so far:
So far I used 2048 textures (Albedo, Metal, Opacity, Base-Normal, AO & Spec/Gloss
I also have to redo the panel line highlight & the cuts (both look totally bad)
Comments, Critics and Feedback welcome
High Poly Sculpt render. Probably going to call this one done.
Here's the sculpts. critiques would be nice before I start texturing
[IMG][/img]
[IMG][/img]
@billitor Only thing it's bother me is the lens flare in your presentation. It's like combining sci-fi with medival style. But it's maybe my personal taste:) Besides that shield itself is very nice executed.
@JamesArk your shield is really neat. One thing I noticed is that your black cavities don't match with normal map. I know you've sculpted first and then add texture on it. My suggestion is converting albedo to normal using nDo or Crazybump and combine new tiny cavities with your sculpted normals. Also you could add more variation to rougness map or gloss map (whatever you're using) of wood to give it more scratched look.
My idea is that this shield belongs to a clan leader or someone in a very high position, so it's more embellished than a standard viking shield would be, and will also not be so terribly bashed up as its wielder would first send front line warriors to fight before joining the battle himself (which I also realise is not necessarily the viking mentality but oh well ). The triangular piece on the back is a leather sheath for a small dagger in case it doesn't read so well.
I will be taking this into ZBrush as the next step, but before I do that I'm trying to work out a last detail of the design. I tried to build the shield thinking how it would really be put together, how pieces would fit into each other, where it would be bolted, etc. so I'm not sure how the metal bits on the edge would be best held in place. Anyone have any thoughts? Also I'm wondering if I should put a wooden bar across the back to further stabilize the wooden shield or if it would come across as too busy design-wise.
[sketchfab]c97d367dcb7447189206b799ff7608e3[/sketchfab]
Shield by Nebojsa Radunovic on Sketchfab
Today I did the golden rings:
Zbrush Render
3DO Render (non PBR)
Imma be the biggest noob in this pond, I hope I can finish some of the tutorials on 3Dmotive since those go further than modeling.
I almost finished my work
what are you guys thinking?
Yeah I'm gonna redo them today and doing them individual is a grreat idea, thanks for pointing it out ! Back to work C:
Always been an avid reader of this forum and finally took the dive to get involved and here is my WIP. The back needs the most work as can be seen.
Thanks!
---
Herpderp been so distracted today, update;
@BanoffPie: Good start, whats the vert count on it?
Today I finished my shield, not totally happy with it but for my first zbrush sculpt I think it's not that bad.
Crit the fudge out of them please.