Hey all,
I'm starting my next project and figured it would be good to track progress and receive feedback with a WIP thread.
The environment is based on some concept art that I found a while ago by .D.C. (that's the only text on the image that looks like a name).
The goal is to complete the interior and exterior while remaining efficient with maps and geometry (sorry that's vague, but I'm not sure what a realistic number of maps/tris would be at the moment). I may set hard limits after I complete the blockout. Suggestions are welcome.
Planned software is 3ds Max, Zbrush, xNormal, Photoshop, and UE4.
Speaking of the blockout, I've set up some super quick geometry to get a feel for the proportions.
I have made some on-the-fly adjustments to the concept to support what I think would make the building more structurally sound. This can mostly be seen in the supporting stilt legs right now.
The next steps will be to refine the blockout, figure out what assets I need and what can be reused many times, and find more reference about how log cabins are actually assembled.
I'm always open to feedback or suggestions. Let the party begin.
Replies
Even older wood planks have pretty hard cuts at the ends where they are exposed:
http://il7.picdn.net/shutterstock/videos/5084219/thumb/1.jpg
Ref link
Keep at it dude!
Thanks, man. I'll take a look at it. I have the ends of the logs separated on the map, so bumping them up a bit in the normal should be easy enough.
Edit: I think I misunderstood initially. I believe what you're seeing may require an adjustment to smoothing. Either way, should be easy stuff.
Also, you'll need to look at some references of fishing piers and docks. Look at how the wood textures will be slightly dirty and a tiny tad bit mossy from the water.
My suggestion is before you go any further, collect as much references as you can for that whole diorama (fishing house, fishing pier, fishing boat, blacksmith stuff). When you have more references, you'll get better ideas on how you would want your stuff to look. Obviously you can still make it more stylised but it's good to get some real world references.
It's good that you have that modular pier set put on to one texture map. Some artists will tend to pack a set of something into one texture map to optimise the levels better and also to keep that texel density consistency with those set pieces.
Interested to see how this progresses. It's a fun subject to do, so most important thing is just have fun!
Thanks for taking the time to give such great feedback! I really appreciate it. I beleive that the first part is due to my poor screenshot. I actually felt like I was putting quite a bit of variation, at least on the ends (I'm assuming the underside will rarely be visible).
The fishing pier advice is spot on. All of th reference I've gotten so far is mostly for blacksmith items and log homes. I'll admit I did skimp a bit on the pier reference.
Texture variation is something I've been struggling with. I want to have that variation, but I also want to stay semi-modular. As I added dirt/moss to the maps, it became more and more apparent that items were repeating. I may end up using some alpha planes or decals in Unreal to accomplish the variation.
I'm definitely having fun with it. Most of my work lately has been props and it feels good to get back into an environment, albeit a small one.
Here are some closer screenshots. Do you think more variation is needed? Thanks again.
Love the desaturated hues in the planks and logs. My eyes are tired from all the super saturated maps out there these days.
I disagree with the comment suggesting slime, mold and mud. Who is to say that this isn't a freshly constructed smithy? Or that the tennant smith isn't obsessive compulsive about shop cleanliness? Only you know (maybe the concept artist too). Dirty it up, or not, as you see fit. Clean things can be as appealing and express as much character as dirty things in the hands of a good artist. Dirt is so often used as a crutch.
Keep it up! I can't wait to see where your vision takes this scene. Again, great stuff.
I'm setting the goal of posting progress at least twice a week. @cmc444, consider this my oath haha. Work should commence this weekend.
Put some more geo in there. Also get some details on those wood board edges. These arent new board I imagine and they should be water warped.
You know, it's funny. I was playing Uncharted last night (only on chapter 12 right now) and saw some wood and thought to myself "that's some high poly wood" haha. More geometry is on the way for sure, in addition to some warping. Thanks for the reference!