https://sketchfab.com/models/196063ea306149a491c756e9284d176e
Original Post 2/15/15
So, here’s my concept of the scene that I’m planning to make for the Polycount Tower project. Ever since it was announced, I was thinking about making a hand-painted scene. Around that time, I started playing WWE Immortals, a mobile game with a fighting style similar to MK & Injustice: Gods Among Us, using a bunch of WWE wrestlers. The game is pretty fun, but the art style and the paintings on the loading screens are what grabbed my attention the most. I thought about creating a scene based off of WWE Immortals would be fun to do.
I’m going for a hand-painted style look, might just use diffuse only. It’ll eventually be trimmed down to fit on sketchfab, and that’s able to follow the guidelines of the room for the Polycount Tower. As far as the modeling, it might be too details, since most of the detail would be through the textures. I’ll be using Photoshop, and either Substance Painter and/or Zbrush’s polypaint. I’m hoping this would be a fun project to do as I’ll be working on this here and there on my free time.
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Here’s an update on the Undertaker’s Throne or Death Valley Ring. Currently viewing the scene in Consistent Color + Edged Faces. I modeled it in a cut-out style to fit under the dimensions. The planes shaded in purple/violet will be painted as if there’s a tunnel or pathway in the background. The ceiling is cutout at the moment, I’m debating whether or not the length and width should both be 14 meters. I might eventually do it to fit under the guidelines for the ceiling.
I’ll still need to start on the ring, some flame lights, and a few more extra pieces, like skeleton bones laying around, spikes, or rocks, etc.
A bit more progress on the Death Valley Ring/Undertakers Throne for the Polycount Tower Project. The roof is now extended to fit the guideline. Added the throne, more based on the actual design for the Undertakers throne during the Attitude Era days. Also added some spikes and some skeleton bones around the ring. Earlier on, I wasnt planning to use zBrush on this scene, but Ive decided to do some sculpting on most of the pieces or on the big meshes, either for more detail or to use as a guide when I start painting the scene.
Any thoughts on like, a referee mic hanging from the ceiling, or lights?
Benches in the corner?
Maybe a bucket, and towels made of animal skins?
haha this is a fun project!!!
Here's where I am so far. I'll most likely remove the ceiling. I ended up sculpting some rocks to bake in for the normal maps. I might sculpt a bit more, like maybe on the throne and on the skulls/turnbuckle. Looking forward to texturing this pretty soon.
Scapping the walls I had on the previous post. I'll be using a tileable texture. I'll most likely be making a few more.
I applied it on geometry to cut it off. For now, the latest image was to show where I am right now. It wasn't intended to give that plastic look, so I'll most likely adjust the materials as I go forward on it.
Right now I'm slowly using the tileable textures to rebuild the walls. I'll show an update sometime soon. For the tileable texture, I used Maya, ZBrush, and Photoshop. The render on the latest image was done on Marmoset Toolbag 2.
Here’s another update on the scene. I applied the tileable texture on one side. The floor is just a flat color for now.
Made the second rock tileable texture for the other side in the scene.
Got some feedback on the rock walls a while ago, so I went back and revised the first rock wall set I made. I changed the scale of the rocks, since their scales were pretty similar on the previous one. I'm going to revise the second one, and will jump back on setting up some of the walls for the scenes.
This is the second revised rock wall. Changed the scales on the rocks, similar to the first one. Re-painted the texture. I’ll be setting up the walls in the scene, for the crowd, throne, and entrance side. For the ground floor, I might use the ZBrush again and have it painted on Photoshop.
Re-did the side for where the throne will be, using the revised rock set. I also brought the rest of the base meshes to see what it’ll look like. When moving the tileable meshes, it became a bit noticeable on which spots have been stretched or squashed. I’m wondering if I should keep the rocks pushed out, or adjusted a bit more, or have it on a flatter plane.
Crits or feedback on this would be appreciated.
Look forward to seeing how you tackle the water/ slime that surrounds the ring.
Keep it up dude!
Thanks ANTHRICUS! I have some of them on my blog, but I'll put them in a texture sheet once they're done.
So, I revised the tileable walls I had on earlier. Made the the size a bit smaller, but not too large compared to the size of the ring and everything else in the center. Added the second tileable wall for the crowd and the entrance. Brought the ceilings back for the pathways. Tested around with adding a gradient on the textures to blend with the green lava/goo. I might polish the textures a bit and add in some green lava dripping in between the rocks. Still more ways to go, but the tileable textures definitely helped a lot compared to what I had before.
Tumblr Blog Post: http://tmblr.co/ZJRv1u1xDIKCA
Created one large rock that I’ll be adding on to the Polycount Tower. Going to make three more smaller rocks next.
Made another separate rock, a smaller one compared to the one earlier. Going to make two more that are much smaller.
A little WIP. Added the rocks on the scene. Getting closer to the rest. I’ll most likely do the stairs next.
Another update on the scene, worked on the floor texture. I re-used the rock textures and the floor textures for the stairs, but I'm not quite sure if it reads as stairs or more of just a hill.
Just a very small update. Added a broken table, ladder, and a steel chair. UV mapped the rest of the parts and will be texturing them next. The bubbles aren't final, but I'll eventually add them in.
I wasn't able to embed the Sketchfab file in a post, so I just added a screengrab of what it looks like. I've added the link to it above. Definitely enjoyed working on this! I'll be touching up on this a bit more for the portfolio. Added more variations on the green lava, and a little bit of hue/saturation variations on some of the rock walls. Added in some bubbles.
The only super minor thing I'd have to say is that I'd love to see the blacks pushed a little further on the flat rocks on the horizontal plane. Compared to the rocks on the sides they feel a touch desaturated. Although I wonder if they were pushed more if it would be hard to differentiate them from the side walls.
Thanks Chris! I appreciate it. I did have the blacks pushed a bit more, but I ended up making it a bit lighter. I did go back on it and made the side walls that are using the ground texture slightly darker.