Hell yeeeeeeeeeeeeeeeaaahhh \m/ , I see my self posting for this contest and I get so exited
but what a nice challenge.
Well as I have been moved to Auckland recently and I am amazed by Kiwis wooden art works, it has a bug history and it has huge cultural value just like any other traditional art. me coming from middle east (Iran) who knows about pure nice artistic crafts in my own culture, couldn't stop enjoying it! so the moment I read the title of the contest I was sure I will go for a Kiwi wooden work throne room.
Tu or
Tūmatauenga is the god of war in Kiwi culture. and it's shape is kind of a main motif for the wooden works. they have a real throne room in their culture too, which is called
Marae . I found it very motivating for myself to go for a throne room in this style, it will be super fun trying to go for this kinda art style with a bit of Si-fi addition, sounds cool ey?
I gotta be fast and to the point in this challenge. there are heaps of good stuff here in this contest that I can not point anyone out, you rock guys, thanks for sharing good art as always, cheers \m/
This will be my initial ref sheet, I will go for some concept and construction break down to see how I have to manage this throne room. Kiwis rock, hehe \m/
PS: don worry my PSD ref sheet is way too biger
\m/
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spent some time on that logo, well I think worth it barbecue I looked all the refs deeply.
any way I think this graphic/presentation is good to be at start.
and about the font I used, it is from a famous designer: Joseph Churchward called Maori
the Throne chair will be a holographic chair at the middle on top of water! hell yes I will still keep the Sci-fi part, and all those stones you see will be columns of red Maori wood carvings.
I think I have to come up with concepts then ....
what you think?
any one knows about possibility of doing what we used to do with nDo inside Substance painter/designer?
cheer \m/
well I think I have to make those round curves into more diagonal, what you think?
I will come up with some new mesh for comparison.
cheers \m/
http://fafart.blogspot.co.nz/
so may be I will change the wooden totem to stone or metal, I still don't know
and some refs for the holographic chare:
haha, I missed the tongue while I was sculpting the totem, but I decided to make it story wise!! LoL so their tongue has been taken our by the king!
[img]http://syros.pourlatifi.com/TU/1/ZBrush Document9.jpg[/img]
[img]http://syros.pourlatifi.com/TU/1/ZBrush Document10.jpg[/img]
[img]http://syros.pourlatifi.com/TU/1/ZBrush Document11.jpg[/img]
[img]http://syros.pourlatifi.com/TU/1/ZBrush Document12.jpg[/img]
[img]http://syros.pourlatifi.com/TU/1/ZBrush Document12_2.jpg[/img]
[img]http://syros.pourlatifi.com/TU/1/ZBrush Document12_3.jpg[/img]
[img]http://syros.pourlatifi.com/TU/1/ZBrush Document13.jpg[/img]
[img]http://syros.pourlatifi.com/TU/1/ZBrush Document14.jpg[/img]
I went for poly modeling and as I am pretty sure about the lighting, I lit the scene inside max as the final lighting, so to model base on the light changes on the model, I find it nice so I will sculpt the grey model, lit by colored light.
some where while modeling I find the light gizmos very nice to be added as tiny glowing light inside the final environment, but I have to make a good test for it.
and well the fancy screen shots are made by my mobile , just capturing my monitor, as it automatically worked as some post process for the screen shots, I think I will use this mobile snap shot technique a LOT from now on! this was and invention of tonight
all i need to do is to model the noise and the tongue to be the throne.
don forget that there is a liquid dropping from inside the mouth but the gravity which is at the spot light source ( beneath the King!!! for just a spice of philosophy LoL) make the drops diagonal and converging to that point, I mean they do not drop straight.
I need Time!!!
mobile screen shot!:
Usual screen shot and modeling process:
next step will be that plus same details as totem, low poly , texture bake, and UE4 at last : ( , things going slow, I think I need to use auto UV, as I wanted to test it, is it ok according to judges you think?
[img]http://syros.pourlatifi.com/TU/3/ZBrush Document15.jpg[/img]
[img]http://syros.pourlatifi.com/TU/3/ZBrush Document16.jpg[/img]
[img]http://syros.pourlatifi.com/TU/3/ZBrush Document17.jpg[/img]
update on throne sculpt detail, I think some areas will be left as areas of rest for the eye and surface.
[img]http://syros.pourlatifi.com/TU/4/ZBrush Document18.jpg[/img]
pretty much till now, gotta do the same for all parts, subtools, well i think it takes time as I don have a fast machine any ways, I defenatilly animate the glow as I had taken screens from marmoset
hope i can make it till finil!
may be I need a material changer map!
well, any ways no time for fancy thing and I think I need to set it up in marmoset! is that ok? gonna bake that totem to low poly too!
gush why didn't I do it before !!
I do play with assets a lot during this phase I should not do this , meh \m/
the red chir now is a test done in Photoshop, but I need a map for materiyal change in this part.
I should stop playing around, there too many paramiteres to change LoL
well i worked on my first sculpt (the base for the deformed one, may be I could grab a shape-map/ vector map , and morph the low poly in engine in the future?!!! is it possible?!!! search needed, ha ha ), when I saw how many assets every one is making, I though may be two is so few for me, so I made a low poly for this one too. the only time consuming part was to set up all those smoothing groups, but I have to do it, as in the screen shot you can see how crap it would be if smoothing groups would not be touched. low poly made only by Decimation Master tool and while I was busy setting up the smoothing group I fixed some bugs Deci has been made, so UNwrap and done. but time consuming!
and that composition shot I think is my final shot.
ahhh, making that tile pixel art ate the side was a fun part, I just placed rows of that final VCed one in ZB then lots of playing around with that in PS.
well till now I have bunch of textures ( normal, AO, cav, two selectio accourding to VC made in ZB) so I think time to jump to SD for setting up mats and final textures. but before that I will bring all meshes with default mat in UE4.
while making a final mesh for the back wall, and front yard! yes I need to make some area imagine for every one how can not walk on the water like KING! as I will send the screens ....
after this stage I will start learning Substance and use it to texture these models (till here I did no Turing , except that poly-paint for the second prop) so everything will be in UE4 , with lots of "exposed parameters" to control in real time, it will be a small demo where you can go in front of the king and if you walk into the water you will be drown, it means that you never can reach the throne of the king! any way I will pop up with WIPs for sure. at the end it was a pity I could not get this to finish line, and lesson learned: "START USING SUBSTANCE ASAP"