Hello guys !
Well well, me and my buddy
Florent_Vilbert we decided to fully devote ourselves in this new challenge!
We're shiny as the sunrise. And proud like a Lainister. We are...Team Cauquilus !
Enough chit chat would you? Let us begin.
When the Roman period meet the roughness and the hardness of Gears of War, then, a clash appears.
Futur. gears. Rust. Sweat. Royalty. Excessiveness. SCREW. Metal. GOLD. marble. COPPER. What are you expecting from this? awesomeness ? Well it depends. Are we able to grant it ? h
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The Pillar (associated with the Arch):
>>>>>>salute<<<<<<<<<<<<
The Molding :
The Wall Assets :
- 1 Angled pillar
- 1 Simple piece of wall
- 3 Different Wall patterns (windowed/ flat / hollowed )
Here's a part from above the main door :
The Arch Main Door & Arch Main Pillar :
This is so amazing!
Would love to see how you get some of that resolution, are there tiling textures on parts of the assets or is it all unique with detail tiled over? Like for example your white marble is used on a few assets. Or where you've engraved text at the bottom of the stairs.
Some of the highpoly detail on the door is wonderful. The head at the top looks wicked, is it mainly done in maya or zbrush? You must have built up some nice sets of high poly filigree/decorative parts you can paint/place on your meshes?
Anyway looks like a lovely set of assets to make a level, cant wait to see what you build it into.
Wow!
That door blew my mind.
CrunchieNust : Thanks ! About the door it's the both. The base mesh was done in Maya and some others stuffs were done on Zbrush (like the head). The head was remeshed on Zbrush, so it's not a fully high definition model. And indeed i've done a lot of decorative parts that i will use on other assets.
Some tests on Unreal 4. This is our first shots on UE 4 (and first projet on this engine as well) Yet we still need to improve our lightning. We'll do our best!
Keep it up , looks fab !
Let's go with some new finished assets.
Here is a modular part for the Ceiling :
Finally the high poly foot of the brasero hasn't pleased us at the end of the modeling process.
Too organic in our mind so we decided to go for a much more simpler version and keep our goat head.
When we started texturing we decided to make a bunch of tiling materials such as :
- Marble white, black, green etc
- old copper with decolorations
- old bronze
- red carpet
Starting from a map in photoshop we make it seamless, create the base Spec and base Gloss then go into DDO and create our custom material.
After a few adjustements and some details put over we can use it on every assets that need it easily.
For most of the assets we use this speed technique and our custom materials.
However sometimes we use substance to create some parts that really need to be painted by hand.
For example we used Substance Painter on the Brasero Asset to create the emissive map of the Burning Charcoal which was much easier than getting mad with the mask and object space in DDO.
I would say that's the limit with ddo.
Another awesome way of using Substance painter is with the Particles/Physics brushes that simulates real leaking or expanding fluid.
It was easy to create the inside burns on the brasero (due to the fire).
As you can see on the screenshots, we started with a big gaussian alpha and big values to create the basic shape for the burns, then with a more discrete alpha we easily create the little detailed burns.
Use of Substance Painter :
Here is the hanging brasero :
This is a top 3 in my book!
IlyaIvanovArt Thanks that's exactly what we had in mind at start, an artistic mix between Gears of War and Ryse/God of War.
Here are the 3 assets I've made this week:
The Lateral Throne Ground : ( NDo has clearly became my new girlfirend for these mosaics assets )
Here is one of the assets that I've made this week :
The Centaur Royal Guard Statue : (finding cool names for assets every time is also fun to do^^)
In this last centaur the anatomy is very muddy though, especially compared to the sharpness and exactness of the rest. I might be way out here, but I'm assuming you're basing your architecture on a mix of roman and renaissance.
There's a sculpture called "hercules and the centaur" that you might want to take a look at. Of interest is that they're very muscular but much slimmer whereas the centaur you have right now has more of an almost cartoonish V shape with massive arms.
This all depends on what you're going for though. Great job, looking forward to the finish.
Keep it up!