****Latest Progress Report! (second page, fourth comment)****
Wassup guys, here's a little medieval inn/house that I've been working on the past few weeks. Based off the awesome concept from Greg Westphal in the 2D Concept Bank.
http://www.polycount.com/forum/showthread.php?t=133572&page=5
My biggest goal with this project was retain as much of the concept as I possible can in my final piece. Although it's not 100% accurate to the concept, I'm pretty happy with it thus far and I'd say its about 95%.
I'm also doing this to learn UE4, as I have very little to no understanding of UE4. The final piece will all be rendered inside UE4 but right now I just quickly threw everything together inside of Key Shot.
My goal is to create a very stylized feel, leaning towards the way Dark Sider's game look.
Currently I have just finished creating the base mesh of all the assets (everything is nice and modular
). I created all the meshes using strictly Blender.
---Front/Left Side View---
---Right Side View---
---Back Side View---
I'm ready to call the base mesh just about done, so any comments/critiques would be really awesome
Replies
Thanks mate, means a lot
I like what you've done with the cellar and the barred window along the ground.
Daammnn I love the painted version, it's actually very similar to the color scheme I planned on using. Will definitely use it as a reference once I begin coloring it.
@locater16 WILL DO BOSS!
I got a couple of questions: Is that your blockout or highpoly... or already your low? If its the low already how many tris is it - will it be?
Also, how long did it take you so far?
Can't wait to see the finished product!
Curious about how you will handle the Wood Panels.
@Gazu Ughh the Wood Panels is actually my biggest fuck up. I was planning on having everything be very nice procedural and modular, but the wood panels although modular, are not as modular and optimized as they can be, so instead of having to only sculpt and texture let's say 5 different types of wood panels, I'm going to have to do something like 30 (yaaay great fun :l). Here's a quick picture showcasing what I mean.
Each color represents a custom and individual piece of wood that I will have to sculpt, and repeat it across everything of the same color. Obviously this is only show casing a small part of the house. As you can see, if I planned things correctly ahead of time, instead of having 10 different colors, I might have only had 2. Oh well, it's too much work to fix this mistake and I'm just going to continue as is.
Stone Steps seen at the front of the house:
One of the four windows, the darker shaded plane is currently acting as a placeholder until I create a glass material inside UE4:
Yeah now that you mention it I see how it looks way too soft and wavy. I re adjusted one of my layers in ZBrush and I think it's looking much better now.
Thanks buddy . Comments like these are definitely keeping me motivated
The Wood Panels are really Fucked Up ^^
Because you need some different types and every time its the same fuckin ^^ technique in zBrush ^^
Trim Dynamic for the Edges, ClayBuild and Trim Dynamic for the Normal Bump, Orb for the Wood feel ^^
Actually when you make just 1 Panel, you can use it 8 Times for a different look.
You can rotate the panel 90° , so you have 4 different Looks.
When you rotate the Panel then on the Head 180° you can also rotate it again 90° and so you have 8 different panels made of one ^^
time is money bro :cool:
@Gazu Yeah I'm already feeling burned out on scultping the wood just from the few assets that I've already done.
Really looking forward to seeing how this comes out.
Sign at the front of the Inn. Couldn't think of a good logo design so I just opted with our favorite little green guy . The PolyCount Inn, sorta rolls off your tongue, doesn't it :poly124:.
Cellar entrance seen at the back of the house.
I'm feeling a bit burnt out on the sculpting, so I'm going to begin retopoing my current sculpts, uving, baking, and slowly start the texturing process. After that I will throw everything into Unreal and see how things turned out, Yikes...
Thanks buddy, really means a lot!
All looks really clean so far, looking forward to seeing the bakes!
I make the base inside of blender! Blender master race!!!
Also the 6 pictures you see in my first post are all base meshes that I directly import into zBrush
Rendered inside of 3Do
Also try to ignore the empty space in the middle, I will be creating a glass material once everything is inside of UE4.