I've decided to start a sketchbook thread.
Currently, I'm just focusing on work done in Substance Designer, going through different references and materials. This is inspired after seeing substances from Brad Smith, Josh Lynch, Rogelio Olguin, Huge Beyer, Karen Stanley, and so many in the Weekly Substance Designer Challenge!
As I continue on the thread, it'll most likely be mixed with hand-painted stuff, and 3D, etc.
Critiques & feedback are always welcome as I go through them.
So, this is the first one I'm starting off with:
Basket Weave Brick Pattern
Here's where I am so far.
This is the ref I'm working from.
Replies
This is the next one I'm doing, from the Weekly Substance Challenge, week 10. It's still in it early stages, just been trying to get the peeled paint nailed down.
Here's where I am on this, might move on to another one soon, but any feedback is still appreciated, as I'll most likely give it another polish.
I know what you mean as far as the dark vertical stains as if they're dripping down, yeah I do have less on mine, I could add in more. Now that you mentioned the metal stains matching the shape of the peeled paint pieces, I'll try and do that in Substance.
So, I decided to scrap the marble material and work on a different material. I was going through some photos I took when I was in Portland, OR and I have one on a pavement skylight, I believe that's what it's called. It was by the Starbucks by the Pioneer Courthouse Square. I thought it would be a fun challenge. Here's a WIP on what I have.
Here's the REF
Here's the REF.
Another update on the wet pebble ground. I scrapped what I had before and redid the rocks shapes, inspired by Rogelio Olguin’s workflow on creating procedural rocks/stone. It blew my mind after going over it. I’ll still adjust them further, as I have sets of rocks together, with some that are combined or attached.
Another update on this one. Going to call this one done soon, but always open to C & C's.
This is the next piece I’m going to try and create in Substance Designer. Weathered Wood Shingle Siding. WIP. Based off of another pic in Portland. Most likely will be working on the star wars/sci-fi prop after this.
Here's another update on this. Trying to get more of the black/gray spots around the top edges/corners.
Small update on this one. Went back to change the shape of the shingles, and made it look like it’s overlapping on top of each other.
Another update.
Another update on this.
Here’s a Rainbow Six Siege inspired scene that I started working on, currently a block out. The concept of Siege has been grabbing my attention more, and I thought it’d be fun to make a scene based off of it. The Z6 Baton has been put on the side for now.
So, it’s based off of a image I found online, that’s a design of a General Manager’s office, that connects to a lounge/break room area, and to a reception’s desk area. I made a layout of the scene I have in mind, that I might continue to make, but now, I’ll start with the main room. I made a rough paint over of the idea I have in mind. I’m planning to move the furniture a bit to fit the look in a Siege level, and to add parts like drones, barb wires, Mute signal disrupters, etc.
I’m currently working on the reinforcement wall, still a WIP. Took some screengrabs in-game.
Here’s an update on the reinforcement wall for the scene. I have it UV mapped and tested it out with some bakes. I’ll still optimize it more and fix the hooks on the back. The plane wall is just there for display. C & C's are always appreciated.
Here's an update on the reinforced wall.
Small update on the reinforcement wall and with barricaded windows/doors and for the scene.
An update on the scene, working on the Castle walls.
Thanks @Shadowplay
Here’s another update on the scene. Added the reinforced walls and also decided to also add in the steel boarded windows. I tested around with the destructible pieces, going to adjust that a bit more. The lighting isn’t final yet. I’m planning to add in more decals and bullet hole decals, but wanted to make a wall shot off. At first, I wanted to breach hole near the bar closed, but decided to make it open. The bar area and carpet are still placeholders at the moment. I’m planning to possibly have another wall breached, and then adding in some operator gadgets or weapons, like bear traps, barbwires, shield, etc.
Here’s an update on the scene. Changed the look of the bullet proof/castle walls. Got some feedback on it, so I removed the shatter look of it, and made it so that it would come off the window/door frames if breached. Changed the wooden wall breached, added more damage to it. Added the sofa and chairs and tables, still a WIP. Added the tv/picture frame placeholders.
Made a thread for this now: http://polycount.com/discussion/172777/ue4-office-lounge-rainbow-six-siege-inspired-scene#latest
Also started participating in the Courtyard Lighting Contest. Used Unity a bit lately this month, so thought this would be a good opportunity to wrap my brain more on it. http://polycount.com/discussion/172062/spectres-secret-hideout-pierre#latest
Thanks Neko! This is where I am on the wood flooring.
I almost forgot about this sketchbook. I've been slowly working on this Sci Fi P90. I'm not much of a weapons guy, but dabble in hard surface modeling. I'm trying to go for something simple. I liked the art style that Santeri did on his guns for Mid-Air, https://www.artstation.com/artist/santerisoininen
This gun won't be as stylized as those, but in the texturing phase, I may do something a bit simple. I'm wondering if, for something like this, I could try a more heavy focus on PBR, and the a hand-painted approach. So far, this is where I am.
You got some NICE MUD THERE .
but for real though, dude thts lookin tight.
Thanks! Oh man, you did.. like 2 years ago, what!? lol
This is for Gravastar, an JRPG inspired indie game from Studio Atma in Seattle, WA. I started doing a bit of freelance work for them in mid January. I'm only assigned to do 3 weapons, and I wrapped this one up. The plan is to have the weapons done around March, I'm assuming by GDC. I'm not sure if there'll be any updates to showcase around that time.
Here's what it looks like in motion. The client/Creative Director took the sword, and I believe he adjusted the Albedo a bit, and rendered it to match the character that's in 2D. He wanted the sword to be in 3D. I believe it'll mostly be in 2D, and the player can select different weapons and view them in 3D in-game.
https://twitter.com/StudioAtma
http://www.studioatma.com/
https://twitter.com/StudioAtma/status/965086437598113793