Ancient Alien Civilisation
I like to have a back story in mind whenever I create a new world so her it is...
Back story:
Some time in the near future the human race has advanced in space exploration. Probes have indicated that there is evidence of extra terrestrial life on a nearby planet.
In a bid to expand human technology to explore further out into space the funds have been raised to visit this planet and gather any useful technology and study its inhabitance.
Upon arrival the exploration team find that the planet is void of all living life, hoping to salvage as much information as possible they set to work finding out as much as they can about the technology hidden amongst the ruins.
During their exploration they find the throne room of what looks to be the civilisations Queen.
The alien race themselves seem to have developed a society similar in structure to that of termites and ants, working as one being to serve their queen. Their architecture also resembles that of termite mounds that make their own micro environment more habitable than the harsh conditions outside. They seem to have technology far more advanced than the humans and have mastered long distance space travel. It seems that they used all of the resources on the planet before abandoning it for a new home.
Software:
Blender
ZBrush
xNormal
UE 4
Substance Painter
Substance Designer
Photoshop
Replies
As this is a competition about creatively using textures and materials iv also collected interesting textures and materials for reference.
Here's a few:
Trying to figure out what I actually want to include in my level and the general layout.
Watch my progress live at:
http://www.twitch.tv/twitch_visigoth
Used proxy models to figure out if the lighting would work.
Maybe try the normal combine node and check if it's set on directX instead of openGL.
I had the same problem when importing a normal map made from an other soft. Try to bake your hipoly directly in substance or maybe if you are using an other soft try to invert one axis (maybe de y axis?)
good luck!
I think I was using the normal blend node for the first attempt to mix 2 normals together ... but one of the noise normals I put on was too intense an I lost all my baked normal information.
So I have decided to throw out the old material and start again. I think I have done a better job this time.
(The lighting is different as I have been having problems with unreal. The sculpt is also a new one I will be updating all the old sculpts with the new material soon, its so much easier updating materials with substance designer)
both are rendered in a new scene with default settings and a single directional light.
@Geno527 oh man tnx for pointing it out again. cant believe it took two people to point it out before I took notice.
I thought something was wrong from the start but couldn't quite place it. I bake normals in xNormal and by default it bakes in y+. So baked a normal map from a world space normal map in hand plane to test if my normals where wrong. Turns out they are wrong and importing the fixed normal into substance designer fixed another problem I was having with the curvature baked from the normal.
So iv plugged the fixed maps into my material graph and it looks much better:
I let it auto generate uv's for light map. Is it possible that it automatically makes overlapping is there anyway to make it just copy uv's from channel 0?
I get no errors or warnings about uv's when building
increasing the resolution of the light reduces the size of the spots and number.
The black spots also appear on terrain.
for now I'm going to have to just live with these artefacts as I don't have time to trouble shoot it further.
Quick concept sculpt pass on hero meshes.
Blocking in the main light sources.
Added extra detail on roof.
Added a rough concept sculpt of the throne.
some in game assets made to decide the visual style/language of the environment.
I'm new to substance designer so I spent some time making some materials to add to my library. Having a pool of pre-made materials to use will help with material generation further down the pipeline. That's the theory anyway ... my material graphs still end up like this >.<