Hi!
I thought i make a WiP Thread about my Portfolio Project.
This Project is loosely based on this Image:
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I set myself a time frame for about 2 Weeks. One Week is over and i have achieved a good amount of Assets.
So here we go
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:
First of all i made about 4 Rocks.
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The cool thing about these Rocks is, that i'm in the Quixel Suite 2.0 Beta. i have to say: This dDo Painter is just awesome !
After the Rocks i tried my first Bark Sculpt ever (which will NOT be in the Project, because it's bad), but i learned a lot.
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Then i decided to make a Background Terrain, so i made one in Mudbox / Worldmachine and imported it to Unreal:
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(No Lights baked atm).
For the Vegetation i made 2 Gras Types and 5 different Birch Trees. The Grass was made in Zbrush and the Trees in SpeedTree.
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Yesterday i finished the Sculpting and Material Process for the Pine Bark, which i will import into SpeedTree for some nice Pine Trees.
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For the Techninal stuff. I'm not sure if i should bake the Light or if i should switch over to Realtime. Atm a Medium Light Build takes about 80 minutes on my System (i7 4790K, 16GB RAM, GTX 980, Win10).
So that's it for the moment. I think i will start working on the Pine Needles today.
Greetings from Germany
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Philipp
Replies
So i made a little DIY Character Controller
http://gph.is/1OylXkt
Quick feedback on your tree mesh (since your scene is tree-heavy). Your tree looks a little stiff and 'game-y', it could use a stronger sense of weight on the limbs. See this comparison between the primary shapes of your tree vs your concept:
Notice the curvature profile for the real-life reference. Try tweaking your profiles for the limbs and trunk to react more to the weight of the leaves and branches. Here is a profile I recreated from Far Cry:
Generally a sense of weight and evidence of natural forces will give life to your assets.
thanks for the Tip!
[ame]
Thanks
How did you use the SPpaint tool to make those branches?
I painted the Needles on the Branch