Hey guys, hope everyone's doing good!
I was advised by a few members on the forum to start doing more individual asset projects. Really get to grips with pushing my art skills further, before continuing with full scale environments.
Anyway, i've decided on making a stone floor sculpt, a floor that would be seen say in a dungeon style environment and with a fantasy angle. I've not gone with any concept in mind, and just let my mind do the thinking in terms of shape and form currently. Below are two images, one from inside of ZBrush and one in Marmoset.
As you can tell, it's extremely repetitive. However, my next stage is to go in and start creating unique edge wear to each brick, add some chips, cracks and so forth. In the middle, i plan to add an emblem of my choice, which would help to sell the kind of theme the asset it. Currently i have some ideas in mind for the emblem, and the kind of texture i'd want but heck, i'm open to all suggestions!
Later down the line, i'll be using references to help get an idea of adding cracks, some wear and tear and so forth. So far, i just want some feedback for the high poly sculpt.
Replies
if you're going for stylized I'd maybe take a look at fanny vergne as a reference
http://www.fannyvergne.com/p/wow.html
apart from all the stuff you mentioned it could need some medium frequency detail like surface variation
The edge wear you have seems thin and pretty uniform across all the tiles. Definitely take a second pass at giving more form to the stone and adding more variation to those edges.
Sounds like you have a good idea of where you want to take it, just make sure you've got some good ref to help you along the way.
Thanks for the feedback! I'll be working on the stone floor within the next hour, so i'll post updates here. I'll take a second pass at the edge wear, start breaking up each brick into unique shapes and go from there.
I do feel i may need to go in again on some of those bricks, perhaps take another pass at those edges to really refine them out. Any feedback is more than welcomed. If it's not tonight, i'll return to working on this again tomorrow.
The basic pattern you have should tile nicely over a large area though, keep it up!
Thanks for the reference! I'll keep this when working on the stone again
It's slowly starting to come together and i'll be adding wear to the middle brick. I'll probably take some more time to add some sharper chips on some of the bricks, before going ahead adding an emblem in the middle and cracks.
Jokes on you, I'm doing evil, MWAHAHAHA! :poly142:
That being said, big improvement so far! Though the noise is a bit too uniformly applied, in that it looks like the exact same noise texture for every stone without much variation across the stones themselves ala
Goddamn it xD
Anyway yeah, i'll need to go in with the Planar brush and start making some of the noise more apparent/less apparent, break up the repetitiveness!
Thanks for the reference and when i next open up the project, i'll keep this in mind.
So i've continued with the the sculpt and starting adding definitive details.
I've just got to create the emblen in the middle. I'll more than likely start adding more definitive cracks and chips after adding the emblem and adding some more wear, before wrapping up the high poly for this model. Some of the cracks i may remove, as i feel there lacking in variation, size, shape and mostly in the same quarter.
What i plan to do is make 2-3 different variations of the stone floor, with all the pieces so when it tiles, it's not the same repetitive pattern. Any critique is welcomed.
http://www.digitaltutors.com/tutorial/2153-Sculpting-a-Stylized-Game-Environment-in-ZBrush-and-3ds-Max
Its a good one !
Ah yes, i found a concept image on google relating back to that tutorial, and found the floor piece to be quite intriguing Shame i can't find any other general concepts, so that's the main concept i've gone by in terms of shapes and form!
I may also make a maximum of 3 or so variations of the stone, using the bricks i've created so when the floor tiles, they look different.
I'm not really sure if i dig the colours going on just yet, although from a perspective the player would look at the asset (fom a top down view presuming) it's not too bad. I've used solid colour layers in photoshop, and could simply changed the colours around, to make some varying textures. Critique is welcomed!