Very few people know that Poseidon is not the only king ruling over the
seven seas. Each spieces has its own leader. From the majestic Whale Queen to the inconspicuous Plankton King, they are legion to reign under the seas.
Let me show you the realm of the peaceful Anemone King.
Ive always been passionate about the underwater world so it was obvious to me that it had to be the subject of my artwork.
Here is my inspiration board :
You can also visit my pinterest board:
https://www.pinterest.com/tilapiatsu/underwater/
Software :
Softimage
Zbrush
Photoshop
Substance Designer
Substance Painter
UE4
Replies
So Ive switched to a more intimist space, and this will be the one I will work on.
WIP Paint process :
I've made a blocking for my scene. Just basic shapes to place the main elements, to find the good structure. In this phase, I pay a lot of attention to silhouette and colors.
I didn't have mutch spare time those weeks, so I'll just try to finish it in time.
The next step for me is to export those blocking mesh in UE4 to play a little bit with the lights, and also to have everything in place to make the brige between XSI and UE4.
Here is the place holder meshes in UE4 with a bit of lighting.
[ame]https://www.youtube.com/watch?v=2Z351qk6eKE[/ame]
[ame]https://www.youtube.com/watch?v=HcUk3lh2g_A[/ame]
cheers, keep it up dude \m/
I'm a bit scared because the end of the month is almost there And I may not have the time to push it to the level of detail that I would like to.
Thank you for your feedback !
Here are some of the Zbrush high poly
Next I will bake Normal, then place them into UE4.
PS : Just another good reference https://vimeo.com/88829079
Sorry, The last update was about an eternity ago.
I have imported all of the existed assets to UE4 with a baked normalmap computed in substance designer. No texturing at all, it's just uniform color for the base color, metalic and roughness.
I think it would be nice to calm down the green, seems to pop a lot at the moment. Otherwise very tranquil and idyllic colors
The result is far from being perfect but i hope it could help someone.
Here is my submission :
The Throne :
Some work I've done in Substance Designer :
And the final result in Unreal Engine 4 :
So it was a good challenge to make something that looked real.
For the case of the sand, Substance Designer was a huge benefit to me as I could design it in engine and directly see the result blended with all other textures. There was no back and foth with any texturing software, and it did helped a lot.
Finnally I have used 3 different types of sand blended together depending on the slope angle of the ground and the height map generated by the substance engine.
The first Material function is used 3 time in the Sand material to map the textures in WorldSpace :
The Second Material Function is used to Tesselate the ground depending on the distance from the camera :
The Sand material itself :
Here is a simple Material Function to create basic animation for the anemone based on a noise texture :
The contest is almost over ! Congratulation to all of you great artist for these wonderfull environements!
I have made a quick video to show the scene :
[vv]124748765[/vv]
There is also a video to show the procedural sand substance possibility :
[vv]124742989[/vv]
You can download this substance here
Anyway it was interesting to do it!