Progress so far. (day 1) Modo blockout overlay (100mx70m). There is humanscale object in center. I use rock asset from my previous scene as placeholder.
Lovely stuff so far, everyone - ZoLizzo, your model looks gorgeous already. Thanks to Vonburg for the comments about the lighting in Unreal - I think the shadows are baking way too dark and will play with some settings further down the line. Just a quick block in so far. I am playing slightly with the concept to make it a bit more "witchy" as I also have a nice concept of fancy potion bottles I want to incorporate into this scene. Please ignore the generic Unreal chairs/table!
Calling the sculpt done, with the exception of the sail/wing cloth thing. finishing that and proceeding to bakes tomorrow @AllyAlbon - Thanks a bunch! Really liking the feel of your scene so far too! interested to see how the witchy theme will turn out!
Dressed up scene with rock meshes, made some rough billboard clouds and fog. Now I think about water. Lighting is very rough now. Also I need to tweak camera settings (FOV and distance) to better concept representation.
hi guys i'm really excited about this challenge.... i'm using blender for it....i supposed after i will export it to UE...can you pls tell your impressions about it...thank you
Calling it done for now - I should probably be working a bit more on the texture on the sail/wings, but I think the time will be better spent learning how to showcase this thing in Unreal. Hopefully I'll figure it out - if not, here's my finished thing!
I agree on the wings they look a bit too clean and new imo, if you don't want to do all the patchwork texturing a bit more grunge and dirt around the dips where it meets the supporting poles would probably make it look more believable.
I figered out how to use vertex color painting wich is really cool! There are still some UV errors in my rocks. So this is just a quick test. Maybe I am going to place the temple a bit further away from the water.
Ubuska Great! I like your scene layout. Looking forward to more updates.
Not very productive this weekend, however I did make a couple of tiling textures, including this wood (with normal and spec) for the beams and table etc
really nice work everyone. am hoping to post a set of updates tonight too am keen to see how you use the texture ally! really nice by the way, got a nice feel of depth to it!
Starting to lose abit of motivation whilst texturing it, I just feel like i'm lacking in the hand painting skills and not up to the quality i want, I know it's just practise. Here's my model in Sketchfab so far. Maybe I should try to learn substance painter, instead of painting in photoshop ?
Hello all, Lurked the forums for a long while, recently decided to get back into art and 3D work. Loving everyones work so far so I thought I would chime in and join the fun.
This is what I have so far (not looking forward to the unwrapping stages hah )
Nice edgeflow. looks like your throwing a few too many polys in places. (looking at you edges on the back wheel) but it looks clean. dont envy you the unwrapping either, although i have my work cut out for me on this kitchen scene! :P I have to say though, not sure what Barron Harkonen needs a flying barrel for.....
Hello all, Lurked the forums for a long while, recently decided to get back into art and 3D work. Loving everyones work so far so I thought I would chime in and join the fun.
This is what I have so far (not looking forward to the unwrapping stages hah )
Nice edgeflow. looks like your throwing a few too many polys in places. (looking at you edges on the back wheel) but it looks clean. dont envy you the unwrapping either, although i have my work cut out for me on this kitchen scene! :P I have to say though, not sure what Barron Harkonen needs a flying barrel for.....
Thanks I feel your pain, unwrapping has always been the part I have to switch off and power through. Good luck!
If so, you have a ton of areas that need optimizing. At the moment it looks like this is just an unsmoothed high poly.
If this is your high poly, on the wheel are the front you only have a support loop on one side
Hey, This is the high poly model, I decided to give support looping and smoothing a shot. The highpoly is actually a lot more dense but for the purposes of sketchfab I had to reduce the poly count. (it's unaccurate for mesh flow) I know this is my fault. I used mayas reduce function just to get a rough idea of the model. I felt like giving the 3D model to look over was better than a screenshot. I have my low poly model -I'm never happy enough to not be tweaking things haha.- Hopefully I will upload the completed low poly model soon and then eventually the fully textured piece.
It is a joy to see how far you all are and the awesome quality that you achieve - inspiring, I dream of the day when I am able to pull such feats, but for now I see this Challenge as my chance to get some practise in the absolute Basics - the Bread and Butter of Modeling. I will not get distracted by advanced topics again as it was the case in the November Challenge.
Before I come to what I have so far some words of explanation - I still hadn´t that much time for Max as I would wish, but I tried to get as much practise as possible. I tried to implement the helpfull tips that I´ve got in last years October Noob Challenge (The TexTools made the UVWing a whole lot easier. At first I blocked out the shapes and tried to get some of the shapes going:
But I wasn´t all that happy with the Result and I stepped back and looked at the concept again and I think I found a solution. I will take some liberty and give the Witches House a wacky, cartoony look. I had much fun in one Tutorial that made Liberal use of the Free Form Deformer (and remembered the suggestion that I´ve got in November to avoid Symmetry to make the Assets interesting).
So with the Help of the FFD I started anew this Weekend and that´s where I am now:
I´ll try to stay as near to the given Concept as I am able to, but I will give it a stooped, crooked twist and exaggerate a bit (for example - the tables legs looked very thin in the image, so I made them even thinner and twisted them a bit).
@Ubuska - looking really, really nice! @Count_Crushmore, I like the idea of cartooning it up further, and the feet on your oven are fab.
I managed to get a bit more done over the weekend, feeling happier now at least the walls are textured. Not sure I will make the deadline but will try. Mostly just trying to get to know Unreal's lighting system - I have a much warmer light than the concept for now, might keep it this way or do two variations.
Ive never joined in on one of these challenges but it looks like a good way to develop my skill in 3D software. I have a nooby question to ask first though whenever you say that you need to present it in a game engine, i assume that means you can model in any software you want as long as you import it in afterwards? Also, is unreal free? P.S @UBUSKA are all your textures hand painted?
Yep, no photo-based texturing as well as no normal maps. You could use normal maps, but I went for more stylized look in my scene. Update: added center focal object, changed scene colors a little, added moon. I need to finish water, particles in the air and make crystals, then I call it done.
Hello everyone, Good job so far on your work progress, looking forward to see them finished especially the environment scene most of them look awesome already
This month i decided to give a try to the props here is where im at right now
i think i might have to redo the texture on the body since i need practice on sculpting and im not really satisfied with the result so far for the wooden parts
Ooowkeee. I am starting to catch up. I had some delay because I participated in a hackathon last weekend. Made a bush with SpeedTree. I like the current rock layout.
@UBUSKA Looking really good. The scale looks off on the floating roof pieces though, the center piece is larger in the concept. They kind of blend in with the background too, maybe a lighter color or some more light would draw more focus to them.
Got some more done on mine and started messing around with the lighting. Does anyone have any tips on how to stop the light bleed in Unreal 4?
@Anth - yes, textures are hand painted from scratch, the wood is one texture that I modify per model to speed things up. Normal and spec maps too. I am still learning Unreal, the lighting is mostly guesswork at this stage!
Had a chance to work some more on my scene last night, and will do more today. Starting to come together now.
@Kn5743 made roof pieces and center piece larger, thank you for suggestion.
Finished water, particles in the air and crystals. Had hard time making water look better. Still don't think it is good enough. Maybe I will make a few tweaks here and there (adjust post-process, materials and fx), but here it is:
Back from my trip, and I managed to get a bit more done on the prop. I think I'm going to do as much detail as I can, spruce it up with soem flat colours in cycles and then leave it there.
@UBUSKA Your scene looks absolutely amazing, dude. I think the central crystal thing might be a tad too big, but its not a real problem.
Finally I call this done. It was awesome experience, awesome work all. At last finished water material, fixed post process, color correction and greenery.
@AllyAlbon- thank you for your kind words! Your take on the concept is a work of art - impressive and inspiring - awesome work on the handpainted textures!
@UBUSKA - Wow, you´ve realy captured the surreal feeling of the concept, stunning work!
@Markovnikov: The Vehicle is coming together very well - i am looking forward to see it textured! As you said - with all those details flat colors might be enough.
I have found some time at the weekend and put it to use. I am very glad with the Result even if there are many things that could have been done better (there are some NGons and Tris that I´ve left alive, because I wasn´t able find a way to terminate them, some of the Geometry is far to wasteful), the Window is to small, the Wall is to wide but as I´ve said last week I´ve taken some Liberty to make the scene cartoony.
There is still a lot to do and I will try my very best to complete the missing assets (I think I´ll leave out the bag), put the UV´s together on 5 Maps
- Brown -> Wood - Light Blue -> Elements with Transparency - Green -> Elements where I will have to paint some details in - Yellow -> Metal Parts - Wall and Floor
it will be a busy week but I am eager to complete the scene in time. I´ve learned a lot while working on it and I think I will still learn a lot more once it comes to texturing.
And there we have it; one mid-poly, flat coloured airship prop. I could probably do loads more on this, but I'm just happy I got this far without tearing too much hair out.
Replies
Modo blockout overlay (100mx70m). There is humanscale object in center.
I use rock asset from my previous scene as placeholder.
Modo render
Unreal Engine 4 screenshot
Thanks to Vonburg for the comments about the lighting in Unreal - I think the shadows are baking way too dark and will play with some settings further down the line.
Just a quick block in so far. I am playing slightly with the concept to make it a bit more "witchy" as I also have a nice concept of fancy potion bottles I want to incorporate into this scene. Please ignore the generic Unreal chairs/table!
@anth UVs are starting to worry me, too.
Calling the sculpt done, with the exception of the sail/wing cloth thing. finishing that and proceeding to bakes tomorrow
@AllyAlbon - Thanks a bunch! Really liking the feel of your scene so far too! interested to see how the witchy theme will turn out!
- I recently found a new quicker way to make rocks in 3Ds max using the displace modifier. I used the highpoly from 3Ds max as base model for zBrush.
- I placed one of my rocks in the environment to get a feel for the rocks placement. The texture is still placeholder.
Zolizzo Nice stuff! Best of luck with baking.
@Allyalbon Great! I am looking forward to your 'witchy' scene.
Other than that it looks really great
Maybe I am going to place the temple a bit further away from the water.
Ubuska Great! I like your scene layout. Looking forward to more updates.
Not very productive this weekend, however I did make a couple of tiling textures, including this wood (with normal and spec) for the beams and table etc
https://sketchfab.com/models/060b688e758b47cfa6511439dc57c16c
In engine shot
Lurked the forums for a long while, recently decided to get back into art and 3D work.
Loving everyones work so far so I thought I would chime in and join the fun.
This is what I have so far (not looking forward to the unwrapping stages hah )
model
Any and all critique is welcomed.
Looking forward to seeing everyones stuff.
Cheers
dont envy you the unwrapping either, although i have my work cut out for me on this kitchen scene! :P
I have to say though, not sure what Barron Harkonen needs a flying barrel for.....
If so, you have a ton of areas that need optimizing. At the moment it looks like this is just an unsmoothed high poly.
If this is your high poly, on the wheel are the front you only have a support loop on one side
Zolizzo, good stuff, but I think you can push texturing a bit futher, add some depth (dirt, scratches), especially on winds.
I feel your pain, unwrapping has always been the part I have to switch off and power through. Good luck!
Hey, This is the high poly model, I decided to give support looping and smoothing a shot.
The highpoly is actually a lot more dense but for the purposes of sketchfab I had to reduce the poly count. (it's unaccurate for mesh flow) I know this is my fault. I used mayas reduce function just to get a rough idea of the model.
I felt like giving the 3D model to look over was better than a screenshot.
I have my low poly model -I'm never happy enough to not be tweaking things haha.-
Hopefully I will upload the completed low poly model soon and then eventually the fully textured piece.
Thanks for all the comments,
cheers.
Added some foliage, still not happy with colors though. Finished background building.
It is a joy to see how far you all are and the awesome quality that you achieve - inspiring, I dream of the day when I am able to pull such feats, but for now I see this Challenge as my chance to get some practise in the absolute Basics - the Bread and Butter of Modeling. I will not get distracted by advanced topics again as it was the case in the November Challenge.
Before I come to what I have so far some words of explanation - I still hadn´t that much time for Max as I would wish, but I tried to get as much practise as possible. I tried to implement the helpfull tips that I´ve got in last years October Noob Challenge (The TexTools made the UVWing a whole lot easier. At first I blocked out the shapes and tried to get some of the shapes going:
But I wasn´t all that happy with the Result and I stepped back and looked at the concept again and I think I found a solution. I will take some liberty and give the Witches House a wacky, cartoony look. I had much fun in one Tutorial that made Liberal use of the Free Form Deformer (and remembered the suggestion that I´ve got in November to avoid Symmetry to make the Assets interesting).
So with the Help of the FFD I started anew this Weekend and that´s where I am now:
I´ll try to stay as near to the given Concept as I am able to, but I will give it a stooped, crooked twist and exaggerate a bit (for example - the tables legs looked very thin in the image, so I made them even thinner and twisted them a bit).
Still awhile to go
model
@Count_Crushmore, I like the idea of cartooning it up further, and the feet on your oven are fab.
I managed to get a bit more done over the weekend, feeling happier now at least the walls are textured. Not sure I will make the deadline but will try. Mostly just trying to get to know Unreal's lighting system - I have a much warmer light than the concept for now, might keep it this way or do two variations.
Ive never joined in on one of these challenges but it looks like a good way to develop my skill in 3D software. I have a nooby question to ask first though whenever you say that you need to present it in a game engine, i assume that means you can model in any software you want as long as you import it in afterwards? Also, is unreal free?
P.S @UBUSKA are all your textures hand painted?
Update: added center focal object, changed scene colors a little, added moon.
I need to finish water, particles in the air and make crystals, then I call it done.
Good job so far on your work progress, looking forward to see them finished especially the environment scene most of them look awesome already
This month i decided to give a try to the props here is where im at right now
https://www.artstation.com/embed/1813914
i think i might have to redo the texture on the body since i need practice on sculpting and im not really satisfied with the result so far for the wooden parts
Made a bush with SpeedTree. I like the current rock layout.
Got some more done on mine and started messing around with the lighting. Does anyone have any tips on how to stop the light bleed in Unreal 4?
Had a chance to work some more on my scene last night, and will do more today. Starting to come together now.
Very nice texturing, mate.
Back from my trip, and I managed to get a bit more done on the prop. I think I'm going to do as much detail as I can, spruce it up with soem flat colours in cycles and then leave it there.
@UBUSKA Your scene looks absolutely amazing, dude. I think the central crystal thing might be a tad too big, but its not a real problem.
Thanks!
At last finished water material, fixed post process, color correction and greenery.
Also I made small breakdown for you guys.
@UBUSKA - Wow, you´ve realy captured the surreal feeling of the concept, stunning work!
@Markovnikov: The Vehicle is coming together very well - i am looking forward to see it textured! As you said - with all those details flat colors might be enough.
I have found some time at the weekend and put it to use. I am very glad with the Result even if there are many things that could have been done better (there are some NGons and Tris that I´ve left alive, because I wasn´t able find a way to terminate them, some of the Geometry is far to wasteful), the Window is to small, the Wall is to wide but as I´ve said last week I´ve taken some Liberty to make the scene cartoony.
There is still a lot to do and I will try my very best to complete the missing assets (I think I´ll leave out the bag), put the UV´s together on 5 Maps
- Brown -> Wood
- Light Blue -> Elements with Transparency
- Green -> Elements where I will have to paint some details in
- Yellow -> Metal Parts
- Wall and Floor
it will be a busy week but I am eager to complete the scene in time. I´ve learned a lot while working on it and I think I will still learn a lot more once it comes to texturing.
Great work all of you - keep going!
And there we have it; one mid-poly, flat coloured airship prop. I could probably do loads more on this, but I'm just happy I got this far without tearing too much hair out.
@markovnikov- You nailed a lot of the details, really cool looking, even if you don't do anything else to it.
I laid some base colors on this so I would keep moving forward and not get hung up on some flaws.
Still rough on some architectual elements and mood
@ubuska Nice work! Great atmosphere.