I got R2D2 finished, and placed in the scene. I'm not so sure I want to place a character in the scene, so I'm going to do a bit of detail hiding to imply that Vader is on the premises. A little bit of work to do still then I can move on to doing textures. I don't figure that the potted plants would go well with my theme, so they will most likely be changed to be more like permanent fixture torches of some kind. We'll see.
Had some time in between projects to start on my first challenge.
@radioactivebritt: I'm really loving your take on this, the curvier smoother forms really gives it a more fantasy vibe, which is awesome. Your lighting looks pretty good so far, and i wish I could give you more help but I struggle with lighting myself. How'd you get the falloff on the middle sunspots so soft though, which setting controls that?
Could not find the time to work on this in the past week, but I'm back at it today. High poly done in Mudbox, I should really take the time to learn Zbrush
@Jaston3D: I honestly have no idea what im doing with particles in UE4 (which is why i used the ue4 fire) but I just opened it up, selected both the "light" nodes and lowered 'brightness over light', 'radius scale' and light exponent'. And the fires is a bit distorted but I suppose you cant tell from far away. these are the scale values, if it helps! (X=0.799988,Y=0.799988,Z=1.270020)
@ReneFisher, Thanks! Uhh I messed with so many settings i'm not 100% sure...but I'm using a directional light cranked up pretty high for the window lighting (I also bumped up the indirect lighting from it quite a bit, i think the combo is creating a soft bloom you see)
I got my final environmental prop done and I'm moving onto materials from here. The back wall with the Pharaoh figure will instead be a red energy wall (think Phantom Menace) with this on the landing platform (think Battle of Endor) just outside.
Starting to play around with the shape of the pillars a bit more, as well as playing with textures. I want to try to incorporate as much detail of the original concept as I can while keeping my Isis (Goddess, people!!) flare to to the space. Since it's deviating from the original and I am no concepter, it's taking a bit longer through trial and error to make progress...But I like how the shape has transformed.
Here's how Ive played with the shape a bit:
@radioactivebritt I'm loving your flower centerpiece and the way you are using a river as the dividing element. It definitely bridges what I would imagine to be the landscape outside the temple and injects it quite well into the structure.
I got my final environmental prop done and I'm moving onto materials from here. The back wall with the Pharaoh figure will instead be a red energy wall (think Phantom Menace) with this on the landing platform (think Battle of Endor) just outside.
And the environment as a whole:
This is neat, I hope you're able to finish it in time. Would love to see it textured and lit.
Quick question, is there a sticky forum post for the monthly challenges? I'm just finishing up my last week of school and would love some summer projects I can work on.
@SageOfTime Awesome man! Hurry hurry! I can't wait to see how your's turns out!
@Nistrum those props are looking great! much better than mine turned out! First time for me using ue4 or any engine for that matter. Planning on doing next months and actually going through a real pbr workflow unlike this months
Here is my work in progress of the Egyptian scene. Really looking into textures properly this time round! Feedback always appreciated . Looking again I'm going to shorten the room
Bit confused about one thing, my braziers are a gold in colour but whenever I build the light in ue4 they turn orange through reflection I imagine? How do you retain the gold colour?
@Jaston3D looks great so far! @Sageoftime really cool take on the concept, looking forward to see you texture it !
@Jaston3D: best bet I think is to try and do it by increasing the source length/radius of a point light or making an emmisive material and putting it on a primitive and checking the 'use emmisive' and 'hidden in game' boxes. haven't tested it yet, but it should work in theory. sometime you can finagle certain effects with a spotlight that has a cone angle of 80-90, too.
Here's where I am progressing, I have the lighting mostly down, just need to add a few point lights where appropriate and maybe brighten it up a bit more.
Still got the vases, braziers, floor, lamps and benches left to texture at the very least.... might redo the stairs too cause they are bugging me. Not sure Im going to tackle the statue or just put something else there as i'm running short of time for even a simple character model. Im also thinking I will make the wall paintings decals, so we shall see how that works.
edit: derp, some of the fires are floating, I just noticed... ignore that for now, hahaha.
Thank! Here's my progress for the night! got some dust and light rays in and need to get to texturing that last wall, definitely one of the harder parts of this concept, but i'm looking forward to it! i've learned so much from this challenge and my first time in unreal. @ReneFisher yours is looking extremely dynamic, your doing an amazing job!
Started 2 and a half weeks late but ah well! Better late than never I suppose
I'm going to do the Flamethrower as it has some interesting materials to try and improve on, as well as cloth/fabric which will be great to practice some Zbrush with.
Hey everybody! I probably won't be able to finish this because I started too late in the month, but I needed to improve my hard surface skills and I just put my hands over the new ZModeler, so this flamethrower was perfect for my purposes.
I'm sooo noob at hard surface or prop modeling, so feedback is appreciated. Also, this is my first time using ZModeler and I spent an embarrassing amount time just to make this pipes, haha. Any advices to do the cloths around the lower pipe?
@supersnakelx It's looking good man, the only critique to help you out a bit would be more material definition on the pipes. Maybe look at getting a roughness map on them, the can at the end should be have some more specularity on it to make it look more like aluminium
Also the handle grip has the same texture as the tubes, it should be a more rubber material and the colour should be changed.
But you got the proportions spot on and is looking good! just those couple of things could make it stand out
@Filip5hey bud i used to run in to the same thing in maya when i started getting crazy with the modeling i use maya 2012 the way i fix it is reapply the color and usually it writes over it. also i delete all history type before i reapply so that way if i copy the piece it wont have that problem
also Amatobahn has a good point in maya its called vertex normal edit tool and you click on the object and it shows a line pointing it the direction of the normal make sure it points out
Updates:
1. Brightened the roughness on the pipes except for the burned part
2. Brightened the spec on the can at the end to look like aluminium
3. Changed the color on the hand grip and spec to look like rubber instead of cloth
Nice flamethrower, Supersnakelx! I liked your materials a lot since the first round, but now they are just better!
Here's my High Poly. I'm so proud of it because this is a 100% out of my confort zone (weapons, hard surface...) and everything was done using Zmodeler. I'm loving this Zbrush tool.
(Rendered in Keyshot)
Now I'm struggling trying to figure out how to make a nice lowpoly out of this... Maybe reusing some of the high poly meshes? Any nice tutorial for hard surface retopos? Thanks!!
Updates:
1. Brightened the roughness on the pipes except for the burned part
2. Brightened the spec on the can at the end to look like aluminium
3. Changed the color on the hand grip and spec to look like rubber instead of cloth
I think you could improve on the end section, at the moment its just looks like a solid black. Maybe adding some slight variation would make it look more natural?
Had a spot of time to work on this again, not massively happy with the bakes so I'll likely go over them again and fine tune the cage I'm using. This is with WIP flats and very basic Roughness.
Here's some more progress! A little bit of texturing left to do! and I gotta get some plants in there! Took a break from texturing and started playing with the highpass and edges so here's where I am right now.
Replies
so wuith everything bar the big Pharaoh guy built i felt it was time to show substance some love. so i give you my attempt at the column
https://www.google.co.uk/search?q=potted+palm+trees&espv=2&biw=1680&bih=935&source=lnms&tbm=isch&sa=X&ei=6JtXVaT1EqOy7QbsqoPICA&ved=0CAcQ_AUoAg#tbm=isch&q=potted+paradise+palm+tree&imgrc=XjRpvTawtRW1LM%253A%3Bfql9PdZy6Ok8DM%3Bhttp%253A%252F%252Fi.ebayimg.com%252Ft%252FOne-7-foot-Artificial-Golden-Palm-Tree-Potted-Plant-Home-Decor-Arrangement-%252F00%252Fs%252FMTQ1NlgxMjUz%252Fz%252FiRwAAMXQQtNRyb8F%252F%2524T2eC16NHJGoFFvf1kq-BBRyb8EroCw~~60_35.JPG%3Bhttp%253A%252F%252Fapkxda.com%252Fhome_8_foot_paradise_palm_potted.html%3B258%3B300
@radioactivebritt: I'm really loving your take on this, the curvier smoother forms really gives it a more fantasy vibe, which is awesome. Your lighting looks pretty good so far, and i wish I could give you more help but I struggle with lighting myself. How'd you get the falloff on the middle sunspots so soft though, which setting controls that?
(Day 1 progress)
Edit:
Some shots with AA.
Awesome work jaston, what do you use for texturing ?
Will add more in edits
Edit 1:
I'll call it a day.
And the environment as a whole:
Here's how Ive played with the shape a bit:
and here is the texture progress:
Already looks great (the pond/ river part and column textures especially). Nice work radioactivebritt.:poly121:
as for me, i have my smaller scene props done time to move on to the rest of the walls and floors!
http://www.polycount.com/forum/showthread.php?t=152492
This is neat, I hope you're able to finish it in time. Would love to see it textured and lit.
@Nistrum those props are looking great! much better than mine turned out! First time for me using ue4 or any engine for that matter. Planning on doing next months and actually going through a real pbr workflow unlike this months
Here's some of the progress I made tonight!
finished handle:
Bit confused about one thing, my braziers are a gold in colour but whenever I build the light in ue4 they turn orange through reflection I imagine? How do you retain the gold colour?
@Jaston3D looks great so far!
@Sageoftime really cool take on the concept, looking forward to see you texture it !
Here's where I am progressing, I have the lighting mostly down, just need to add a few point lights where appropriate and maybe brighten it up a bit more.
Still got the vases, braziers, floor, lamps and benches left to texture at the very least.... might redo the stairs too cause they are bugging me. Not sure Im going to tackle the statue or just put something else there as i'm running short of time for even a simple character model. Im also thinking I will make the wall paintings decals, so we shall see how that works.
edit: derp, some of the fires are floating, I just noticed... ignore that for now, hahaha.
@ReneFisher yours is looking extremely dynamic, your doing an amazing job!
EDIT: Adjusted some colors
Started 2 and a half weeks late but ah well! Better late than never I suppose
I'm going to do the Flamethrower as it has some interesting materials to try and improve on, as well as cloth/fabric which will be great to practice some Zbrush with.
Here is where I am so far!
I'm sooo noob at hard surface or prop modeling, so feedback is appreciated. Also, this is my first time using ZModeler and I spent an embarrassing amount time just to make this pipes, haha. Any advices to do the cloths around the lower pipe?
High poly
Low poly textured, 9.7k tris
Wireframe
Also the handle grip has the same texture as the tubes, it should be a more rubber material and the colour should be changed.
But you got the proportions spot on and is looking good! just those couple of things could make it stand out
Hope it helps,
Thanks, Ross
also Amatobahn has a good point in maya its called vertex normal edit tool and you click on the object and it shows a line pointing it the direction of the normal make sure it points out
good luck hope this helps
Updates:
1. Brightened the roughness on the pipes except for the burned part
2. Brightened the spec on the can at the end to look like aluminium
3. Changed the color on the hand grip and spec to look like rubber instead of cloth
Here's my High Poly. I'm so proud of it because this is a 100% out of my confort zone (weapons, hard surface...) and everything was done using Zmodeler. I'm loving this Zbrush tool.
(Rendered in Keyshot)
Now I'm struggling trying to figure out how to make a nice lowpoly out of this... Maybe reusing some of the high poly meshes? Any nice tutorial for hard surface retopos? Thanks!!
I think you could improve on the end section, at the moment its just looks like a solid black. Maybe adding some slight variation would make it look more natural?
EDIT: I am talking about the can by the way