Hey there,
I'm back after a massive game marathon. Assassin's Creed from 1 to
Unity, Watch Dogs and GTA V to name a few, and more on the queue
I've been busy for a couple of past few years to play them, also my PC
was very old to even begin with. Recently bought an excellent rig and
finally dedicated some time to catch on! It was a very exciting and fun
experience
To change the mood decided to work on a new project based on the following photograph:
As usual, I'm gonna change a lot of things.
Here's the first render:
Replies
Just to let you know that I'm still working on this.
Working on the ceiling which takes a lot of time! At first I tried to do the ceiling modular-ly but that didn't worked the way I want it to so I decided to do it the hard way and make every plank separately!
Made some changes to the ceiling.
Started working on the texture. Will probably edit the model here and there afterwards to break the uniformity.After a while found some time to work on this
I'm making the base for wall paint (peeling) in 3DS Max using splines and then convert it to mesh.
I kept the final mesh as lowpoly as possible and added small details using textures.
Progress so far on the wall
Time to add more objects
Here's the wireframe for base room geometries (41K polygons)
At first I went with standard way to make walls (simple mesh for lowpoly version, something around 400 polygons), but it didn't turn out as I wished.
It looked so flat when you got close enough!
So, I decided to increase the polygon count to something around 30K. I know, it was a dramatic increase
I started the base mesh using splines and then converted them to mesh.
It sure was a time consuming process, but in the end satisfying result
The final mesh has 25K polygons.
Decided to do some damage to the floor. It looks more interesting this way
Obviously there are still some objects un-textured.
And the lighting needs more work.
C&C would be welcome
on a side note
i wonder if a modular shader for the peeling effect wouldnt be more renderfriendly
have you tried using zbrush with the crumple brush ? it kinda does what you are doing on the peeling walls. alot faster id say
@ixrob: Thanks.
Although I didn't use a modular mesh for walls, but I did use a single tile-able texture for base wallpaper and dirt.
As for Crumple Brush, thanks for the suggestion. No I didn't but I would definitely give it a try next time or if I ever decided to redo the walls
1. I hated those curtains! so replaced them with blinds, which I think is more interesting
2. Decided to do more damage to the floor, to open up space so we can see the basement.
Note: There are some issues with lighting and the basement wall texture is temporary!
I have few ideas but, what do you prefer to see down there?
- Added a few objects in basement.
- Trying a new camera angle which I think will be my main camera. What do you guys think?
Please tell me there will be tutorials incoming
@Stavaas thanks
@AXEL thanks.
Here's the tools I'm using: 3DS Max, UVLayout, Photoshop, Substance Painter, and finally UE4
I might create a tutorial or making of at the end
Small update.
- The basement is flooded (obviously!)
- New camera angle.
- Textured few objects.
- Added/Edited few objects
- Finished texturing basement assets
- Added some post process effects
Any thoughts?
Really need your feedback on this.
The wing from the airplane?
These two first examples would make the wooden planes bend down a bit because of the impact.
It's a kitchen construction fault, lets see some kitchen tools fallen down there!
love how the scene is coming along!
Really lovely work, I really found it useful to watch you go through your process, changing key elements, camera angles, adding and expanding upon it. I actually really liked the second last camera angle, where you had it on the wrecked floor peeking over it but still showing the piping below.
I agree with you, I'm not sold on the plane, mostly because it would be difficult to convey how it got in there without really widening the gap a lot.
However, the plane does add an interesting narrative to the scene!
Keep it up! I'm looking forward to seeing where this goes.