[Latest Work]
Hello Polycount!
It has been a while since my last thread.
This thread will be for small projects I've previously worked on and will work on in the future.
[Disclaimer: As I curently have a underpowered computer, I won't be able to work on materials/textures for my meshes. Soon, when I get the new machine, I will fully commit myself on learning more of Substance Designer and Painter. So, bare with me.]
For the first project I have one I've started today. It is called "Ye Old Hangovers" and it is a scene of a medieval inn (for which I will have Witcher 3 as a reference).
I already made a list of "to fix" things:
- wall cornerpiece w/ stump
[to properly connect with the other side of the wall]
- add a standalone stump mesh
[to properly connect the outer corner of the wall]
- finish the doors
- finish the buckets
That's all I got for, now. I also have a long list of "to add" stuff. But it is too long.
Any feedback and suggestiong will be greatly appreciated. I will listen!
Cheers!
Replies
Here are some past works I've done which are mostly modeling studies (w/o materials).
This is Attila's Sword:
[This was done durng a thematic hangout with a Facebook group.]
This is another sword, a zweihander.
-A straight version-
-A curved version-
And this is a Doric Pillar
[This was done as a modeling study and sculpting study using alphas with drag brush in ZBrush.]
This is all for now. Gonna keep you updated as frequently as I can on the "Ye Old Hangovers " project.
And, also, if you want to see concepts I had for these works, just ask.
And, of course, feedback is greatly appreciated.
Cheers!
I'm here with the Inn update.
I did some experimenting with modular parts. And, finaly decided to go with no additional floors and just to straight up add the roof.
I've done couple of parts for the roof but I need to make couple more to completely cover the inn. That should be done tommorrow. After that I'm gonna start populating the interior of the inn.
Here are the screenshots:
If you have any feedback, questions or anything else, just post it down. It will be appreciated.
Until next time,
Cheers!
After a long abscene (relatively) I managed to get some changes done.
For some backstory, I lost my scene together with the project in UE4 due to some kind of file corruption. I took a 2-day break and, finaly, I have managed to rebuild the scene.
Here are the screenshots:
I have completely finished the roof part, and now, I am going to start populating the interior. Still undecided on time of day. Should it be day, or night with lit torches inside. I may as well try both of those conditions and see which is better.
I have also dabbled into post-process settings and have added slight depth of field, I wonder if it works for this scene.
This is all for now, a new update will be posted soon.
Cheers!
looking forward to this
After a small break I took, I just wanted to do as much as I can today to keep up with time. In this "update" I made barrels and holders for them, some baskets and pillars to further populate the interior.
[I still get some wierd lighting behavior which I will look into later.]
Here are the screencaps:
Next thing I'm planning to do is the middle area which is supposed to be some kind of a bar. I'm gonna look into some Witcher 3 playthorughs to see how's that supposed to look like exactly.
That's all for now. If there is something that should be changed or if you have some advice, just post some comments. I would like to engage with you .
Cheers!
Finally, I've finished my Medieval Inn modeling and UE4 lighting study. I hope there is not much wrong with it.
The only thing left for me to do is to try this scene out in a night setting.
Here are the screencaps:
Gonna update this tommorrow with the night scene. And, when a new casual project arrives, I'm gonna put it in this thread.
If there is any feedback you want to leave, just go ahead
Cheers!
Here's the night scene for Medieval Inn:
If there's anything you want me to change, just post it.
Cheers!
Are you going to add roof tiles?
And about the roof tiles, this is all I have for now (as this mini-project is basicaly finished). I debated about having straw roof or wooden roof and wooden roof was easier to make.
Thanks for the feedback
Cheers!
After a little break and a creative block, I've started a new casual environment project.
Here's the concept that gives me inspiration (Disclaimer: It won't be 100% true to the concept).
Made by: More Grim
Here's the first asset I've done:
The goal of this casual project is further study of modeling and lighting, since I've learned a lot with the previous "Ye Old Hangovers" project.
Feedback would be appreciated.
Cheers!
I hadn't post anything in a long while. Kinda been busy, not much "casual" work.
But, now I'm here again with new quick modeling study in Blender. I wanted to "evaluate" and test my current skills in modeling, although I haven't went far out of my comfort zone.
For this study I did a medieval longsword. And here are the renders:
And here's the reference:
I hope you like it. Any feedback would be appreciated.
Cheers y'all!
I'm back with some new work of mine.
Finally, I got a new computer, and now I can start working on bigger and better projects.
But, first I decided to do some studies, mostly on Substance Designer and Painter.
I took a sword from the last post, and made some materials for it in Designer, which was also a Substance Designer study.
Here are the renders from Marmoset:
I also made a polished/clean version of the sword which I will post next time.
Tomorrow, I'm going to get into Sub Painter to fix some issues I got from Designer, which will also be my Painter study.
I'm looking to have UE4 as another render which should be tested out.
Also, I'm planning on to do materials on the holster of the sword, which should be fun.
If you have any feedback, pleas, post it, it would be greatly appreciated.
Cheers!
I finally finished the Substance Study.
Here are the renders:
- Bloody Version:
- Polished Version:
If you have any feedback, pleas share it
Cheers!
The hilt is too dark, and the blood is too light, the blood also has white edges, I'm not familiar with masking in Substance, I have a similar problem when I use premade masks from a downloaded png.
The normal mapping is also a little too strong.
Personally, I don't like the way the blood is splattered here and there, it looks like you tried to evenly distribute it. I would have added one large area on the main striking part of the blade and maybe some splatter close to it. But that may just be me
Looking forward to updates!
I will also try to more "realistically" spread the blood, specially over the blade.
Cheers!
I've started a fairly big, but not too hard of a project. It's called "Tesla's Laboratory".
It's heavily inspired by Tesla's lab in Order 1886.
Basically, it's a steampunk/fantasy version of Tesla's Lab, with a lot his inventions, real and fictional.
The level/scene layout resembles heavily to the Order 1886 Tesla's lab, which might be changed in the future. Right now, I'm trying to figure out working and efficient pipeline, which is mostly figured out by now.
These first screencaps are for the preview of the job done so far. And for materials C&C. I made base materials (wood) in Substance Designer and applied them in Substance Painter.
C&C is highly appreciated.
Cheers!
Here's the current progress of the Tesla's Lab project.
Next thing I'm going to try is to figure out the walls. It'll take some time for me to sketch it all out, and I also gotta create materials if needed.
C&C is welcome.
Cheers!
Here's the progress on the Tesla's Steampunk Lab scene.
I'm finally done with the wooden objects, so now, I'm going onto some good stuff (maybe).
Here are the screencaps:
Feedback is highly appreciated!
Cheers!
Here's my current progress on the Laboratory.
The biggest change that I've made is the lighting, and I have finally done something about that open test area where the Tesla Coil will be.
Here are the renders:
For the next chunk of models I'll make light emitters, like lamps, spotlights, etc. And with that, I'm going to make some ceiling elements, like metal beams, cables, pipes, etc.
All feedback is welcome!
Cheers!
Here's the latest progress on the scene. I gotta say I'm pretty happy with what I've got, there are some faults within the scene, but I hid them well, I guess.
Here are the screencaps:
Next, I'm gonna make one of the main focuses of the scene, the Tesla Coil.
With this, I'm going to make some changes and "repairs" on some objects for better tiling and some more decal stuff too.
Feedback is greatly appreciated.
Cheers!
This is just a quick FX update I got
Here I have some more particles put into the scene. FYI I haven't made any of them, they're there just to fill out the scene with "life" , I'm an Environment Artist anyway.
Screencaps:
Feedback is always appreciated.
Cheers!
Here's the finished Tesla's Laboratory project. After about a month I think this came out to be a pretty decent piece.
Here are the shots:
Also, here's a video of a walkthrough of the scene:
[ame="https://www.youtube.com/watch?v=lWzdoiqMM24"]https://www.youtube.com/watch?v=lWzdoiqMM24[/ame]
I hope you like it.
Any feedback is welcome!
Cheers!
first it's a big amount of work here so it's cool that you take that scene from beginning to end.
I'm just not sure about the level of detail of your main shapes and silouhettes like Arhitectural elements or props. It's not helping to get away of that 3d feeling.
On another matter Idon,t think your logo at the left bottom corner is a good idea, it,s really putting a lot of visual weight there so I can,t take a look at your screen without putting my eyes on it. I know that that was your idea but it,s a little bit brutal .
Keep it up
What do you mean about level of detail on my main shapes? Do you mean that they are too simple, or? If you could specify there what you mean so I could apply that in the future.
And about that logo, I just wanted to refresh the look of it. Yes, I overkilled it, but maybe just a scale-down would help a bit.
Cheers, Vincent!
Just avoid long straight edges especially on wood or stone, put detail at the intersections of material or when two pieces of something are suppose to go through each other. That could be in 3d but with some texture blend or alphas decal, everything to remove the 3d feeling of an asset like the feets of your wooden table for exemple, the material on your pilars which seems to be the same everywhere or your ceiling.
Thanks for the explanation. Gonna keep that in mind in the future for sure
Cheers!