The goal of this prop is to achieve next gen quality with re-usable tileable texture and layered material workflow that trendy for most of PBR game studios. It is a hero prop of a room scene, which means will be really close to the player. Modeled in Maya and Zbrush, created textures in Substance Designer and textured in Substance Painter. Concept from Titus Lunter, but also with a lot reference detail searching by myself.
This is a prop of the Victorian Scene I am working on. It is a decorated panel in the corner of the room. I tired to achieve the abandoned and destroyed environment. I will keep uploading the other pieces when they are done.
Sarah,
The wood is perfectly rendered. Only the marble could use a different rougness approach. It seems too noisy. I guess that table deserves a Marmoset Viewer upload. Would be easier to judge
Very good work!
Sarah,
The wood is perfectly rendered. Only the marble could use a different rougness approach. It seems too noisy. I guess that table deserves a Marmoset Viewer upload. Would be easier to judge
Very good work!
Hi Daniel,
Thanks for your reply. Good idea for the table marmoset view. It will shows more detail and roughness change. I kind of leave the marble a little bit dirty to match the abandoned environment, and I will put more props on the table. I do need to give it a dirty base color or so.
I included your wonderful table in a weekly (unaffiliated) polycount recap I've been doing on my blog. Your username is listed, and it links to this thread.
This looks gorgeous! One tiny nit pick though! Looking at the angle of sunlight entering the room, it seems to be early morning or the evening. The bright white light seems off.
Heya! I'd love to showcase this thread in our rotating banners.
If you pick your favourite image and edit your OP where you've uploaded that image to it instead of linking to your third-party URL (Squarespace I believe) I can make that happen.
If you do it, just ping me in this thread to let me know. (E.g. @adam I've uploaded that pic!)
Heya! I'd love to showcase this thread in our rotating banners.
If you pick your favourite image and edit your OP where you've uploaded that image to it instead of linking to your third-party URL (Squarespace I believe) I can make that happen.
If you do it, just ping me in this thread to let me know. (E.g. @adam I've uploaded that pic!)
@adam Thank you for posting these. I've uploaded pics in this thread and some new props!
This looks gorgeous! One tiny nit pick though! Looking at the angle of sunlight entering the room, it seems to be early morning or the evening. The bright white light seems off.
Hi, thanks for your critic! You are right, it should be afternoon. I am still a little struggling with the Unreal environment setting, seems the bloom effect and post effect is overwriting the sky sphere, and also I need to change this sphere to a little more clear sky with less cloud. Good pick!
Love the 'Pantheon' style skylight! I think the lighting is where it should be at, although if you were to experiment with the lighting during different times of the day, could help us evaluate what's what :"D
God these are amazing. I am wondering cause I can not see it properly. But are you using any floating geometry? And what, if anything, is sharing the same texture space? I am mostly wondering what is happening with the table, and the ornaments/reliefs, cause I can not make any sense of the wireframe. Thanks in advance for answers . To wrap it up, it looks amazing and really dope, so great job!
God these are amazing. I am wondering cause I can not see it properly. But are you using any floating geometry? And what, if anything, is sharing the same texture space? I am mostly wondering what is happening with the table, and the ornaments/reliefs, cause I can not make any sense of the wireframe. Thanks in advance for answers . To wrap it up, it looks amazing and really dope, so great job!
Hi,
I am not using floating geometry, and I shared leg texture between the four. Create zbrush high poly model first and bake down on the lowpoly separately and finally assemble legs and that part in maya. no fancy trick involved
Replies
I would go for a much smoother roughness map for the marble. Maybe some big flat glossy bits, and just some grime around some details.
Thats AWESOME!
The wood is perfectly rendered. Only the marble could use a different rougness approach. It seems too noisy. I guess that table deserves a Marmoset Viewer upload. Would be easier to judge
Very good work!
Hi Daniel,
Thanks for your reply. Good idea for the table marmoset view. It will shows more detail and roughness change. I kind of leave the marble a little bit dirty to match the abandoned environment, and I will put more props on the table. I do need to give it a dirty base color or so.
The post on my blog is here, if you want to check it out: http://www.polygeist.com/blog/polygeist-polycount-recap-3
I'm loving all of your work for this so far. The varnished wood feels very true to life.
If you pick your favourite image and edit your OP where you've uploaded that image to it instead of linking to your third-party URL (Squarespace I believe) I can make that happen.
If you do it, just ping me in this thread to let me know. (E.g. @adam I've uploaded that pic!)
Hi, thanks for your critic! You are right, it should be afternoon. I am still a little struggling with the Unreal environment setting, seems the bloom effect and post effect is overwriting the sky sphere, and also I need to change this sphere to a little more clear sky with less cloud. Good pick!
What's your process for creating the ornate details? Box-modeling and kit-bashing?
Can't wait to see more.
for the textures of the chairs, are you creating the tileable textures in SD and importing into SP?
before importing into zbrush, I do as much as poly modeling in Maya such as the basic shape