Really digging your progress tor, getting a lot of reuse from your awesome textures which I'm loving, great work all around! I almost had a heart attack seeing your name attached to something that wasn't sci-fi :poly142:
WarrenM:Thanks! yeah, size is the exercise here, making something huuuge but trying to make it look not-so artificial.
Jason: hah! Hey I do other stuff aswell!... sometimes! ^^ Thanks!
leleuxart: its self-occluding, yes. Its pretty much a standard parallax occlusion shader, made horribly inefficient with nodes instead of a proper shader
First off, awesome work! Can't wait to see this develop. I am very interested in doing a fairly similar scene soon and was wondering what your general approach to such assets are, as in do you go for Low Poly > Zbrush > Photoshop, or do you use Quixel or substance for instance?
It's comin along great! The ground texture feels very tiled right now, it's highlighted in a few of your shots. Also, I would say maybe a little less brick showing through everywhere. Make it less consistently warn, I think it'll add a lot more visual interest.
Ground is just placeholder, its a single flat brush at the moment : ) Vertex painting with bricks will be fixed once I start locking down locations of buildings etc.
Generally what is your workflow for something like this, do you take a low poly through to sculpt phase and then photoshop, or do you use substance or quixel?
I am hopefully going to be creating a smaller version of something like this soon, so it would be good to get a feel for how you do it.
Keep it up, I am going to be following this thread.
Rapscallion: depends on the surface, if its a surface where i can get away with just photos and ndo for example I tend to do that, otherwise I mix it up a bit and do both sculpting and ndo to generate the normalmaps.
Random updates, making more buildings, new shaders, working on the city walls : )
Your work inspired me to start modeling a Medieval House/Village, too :-)
Cant wait that you publish your Level so that i can walk like in a Game through this Town.
Cool stuff Tor, nice to see something a bit different from you! Looking really nice so far, reminding me a lot of some of Paroxum's (http://www.mayvin.be/) castle scenes.
As someone who is self teaching himself 3D, and still struggles with the odd "creative block" that is hard describe, I find your work incredibly inspirational as well as incredibly intimidating. I owe a lot of what I know from the work you do and I really thank you for that.
I do have a quick question (or two)
1: (EDIT: Already was answered)I didn't get a chance to watch your video yet, but are you combining sculpting and texture created normal maps? I notice the edges on some of your wood beams are really beat up.
2: Do you build the modular pieces before making a building, or do you typically model a building and then try to break it down? I still struggle with making modular sets. Part of it is probably me not gathering enough reference (medieval is the most difficult for me since good reference is kind of hard to find, as well as information on how things were built) but most modular sets I set out to make are more stylized and fantastical (which I find conflicting because I do not wish to portray the dirty and rough environment that it actually was) and I think I'm getting caught up too much on:
-How many variations should I make of something like a wood beam?
-Should I use part of a tiling texture for something like a wood beam...or should it be unique with edge detail?
It's weird, because I know the response to these questions is "Gather reference, block out and try things and change things as you go", but even knowing that, I still seem to get hung up. Any advice or tips is welcome.
I apologize for the long post. Amazing Working so far on the scene! Your skill and passion for 3D really shows in the work you do and as such, you continue to inspire me to get better.
Pretty freaking cool, not going to lie. I'm really impressed with the variations you have been able to come up with. Getting the same pieces to look good over a huge range of buildings can be hard but so far everything feels unique. Going to sub up to this thread.
Lord Waffles: I made a modular set first, with the pieces I assumed that I would need. Then I started buildig houses, and as you go on, you find more and more pieces that you realise that you need, so I keep adding stuff to the set as I go on
For the wood beams I actually only have two variations, mirroring, rotating, flipping them gives you quite alot of bang for your buck when you do pieces like that
Lord Waffles: I made a modular set first, with the pieces I assumed that I would need. Then I started buildig houses, and as you go on, you find more and more pieces that you realise that you need, so I keep adding stuff to the set as I go on
For the wood beams I actually only have two variations, mirroring, rotating, flipping them gives you quite alot of bang for your buck when you do pieces like that
I really like your work!
Could you please talk about how you created the timber geometry/texture? The stuff in post #8 was amazing.
A guess would be to start with a plank of wood and then you did a lot of skilled texture painting on it
Tzur_H: the big grey blocks are polygons i have copied out, so those are modelled stones. The brickwork however is just a texture with parallax mapping. : )
@Tomtegubbe: Nope! Since its a shader, not geometry (even though the shader is costly, of course) But making them in geo would probably be cheaper tbh, but way more timeconsuming.
Replies
I'd definitely like to see some breakdowns, especially for the parallax shader. Is it self-occluding as well, or just a stronger/better parallax?
Jason: hah! Hey I do other stuff aswell!... sometimes! ^^ Thanks!
leleuxart: its self-occluding, yes. Its pretty much a standard parallax occlusion shader, made horribly inefficient with nodes instead of a proper shader
Thanks
First off, awesome work! Can't wait to see this develop. I am very interested in doing a fairly similar scene soon and was wondering what your general approach to such assets are, as in do you go for Low Poly > Zbrush > Photoshop, or do you use Quixel or substance for instance?
Thanks.
Great work so far!
Generally what is your workflow for something like this, do you take a low poly through to sculpt phase and then photoshop, or do you use substance or quixel?
I am hopefully going to be creating a smaller version of something like this soon, so it would be good to get a feel for how you do it.
Keep it up, I am going to be following this thread.
Random updates, making more buildings, new shaders, working on the city walls : )
Cant wait that you publish your Level so that i can walk like in a Game through this Town.
Do you will release the map? :P
PogoP: thanks! : )
Thanks to that witcher 3-trailer I had a scene in my head, made this quick WIP-shot with the help of the trees form the Kite-demo ^^
I would really like to run through this like in Epic Citadel Q_Q
But, no problem! ^^
I do have a quick question (or two)
It's weird, because I know the response to these questions is "Gather reference, block out and try things and change things as you go", but even knowing that, I still seem to get hung up. Any advice or tips is welcome.
I apologize for the long post. Amazing Working so far on the scene! Your skill and passion for 3D really shows in the work you do and as such, you continue to inspire me to get better.
Thank you.
For the wood beams I actually only have two variations, mirroring, rotating, flipping them gives you quite alot of bang for your buck when you do pieces like that
I really like your work!
Could you please talk about how you created the timber geometry/texture? The stuff in post #8 was amazing.
A guess would be to start with a plank of wood and then you did a lot of skilled texture painting on it
Could you explain how did you go about creating the lower part of the building? The big grey blocks formations seen here and on other building:
Also, are you displacing anything? Say this big brick wall? If not, how did you get the bricks to pop out so well?
Cant wait for the next pictures :):)
Thank you! Just using the normal is what I was missing.
I love your work (sorry if I'm gushing lol)
Good luck with your stuff
Thanks! I hadn't only used a photos photonormal yet. That will open up a lot of stuff. Good luck with your work
Thanks @Martijn!
Loving the scene, awesome work and it's nice to see something not Sci-fi
Q. All the buildings are made from modular pieces? and if so do you use a simple plane or do you give it some thickness?
Keep Going!
Steve