Hey all ,I have decided to start a new environment project for my portfolio. The foundation of the piece is a concept created by JC Park, However I would like to develop on it and add some details and props to give it a more realistic appearance. I will update this progress thread when I have reached a new milestone and would really appreciate any feedback you could give me.
Current Progress:
Concept painting & Mood Board:
Replies
Asset Breakdown:
[1] Cloth Banner
[2] Wood Pillar
[3] Wood Supports
[4] Gold Spire
[5] Gold Centrepiece
[6] Stone Pot
[7] Stone Seat
[8] Cloth Tie
[9] Gold Block
[10] Stone Stairs
[11] Stone Shrine
[Not marked] Carpet, Gong, Scroll racks
There are also some props around the statue which I dont really know what to call!
I have described the material and form above. Studying the concept it seems like there is this transition between blue and gold along the stone surfaces as they move towards the centrepiece, I think the impression is that the material used to hew the stairs/platform/shrine have gold veins running through them and the objects placed on top are forged from the gold. That or it could be bounce light from the golden Buddha which is shading the surfaces. (Possibly an opening for skylight above the statue) Either way there are two main colour combinations which are Red & White, Blue & Gold. Moving forward I will build the inside walls of the monastery which are not shown in the concept, as well as place some scenic pieces behind the pillars so it doesn't look unnatural during a fly through.
Stone (Polished Marble with and without gold veins):
Wood (Beechwood with and without paint):
Wicker (Roof weave with and without beams):
Cloth:
Gold:
Material Cubes!
Also read this and they have some nifty ideas for adding variance and bevelled edges on meshes. Hopefully I can use these techniques and the ones mentioned and get some nice results. Only issue is what UVs required for one may break the other so I will have to do some studies.
http://www.gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques
For the floor I made 3 textures: Stone blocks (Normal) and a Marble variance (Albedo/Roughness) which I blended on top of the floor with a higher UV scale. the marble variance was super low frequency so there were slight variations to the material across large surfaces but it didn't look much different besides some roughness and hue shifts, Even if I worked on it more its basically gonna be a tiling texture with a semi transparent paint over. There is only so much I can do in UE4 material editor, Possibly Substance Designer but I am not sure how it works with different UV scales inside a substance.
I am going to make a 2nd marble material which looks the same besides striations in different directions, and vertex paint between them, then also maybe use the large scale variance maps. I will probably end up making a modular set of stone tiles anyway because the silhouette needs to be there, but I can use that material on other surfaces in the scene such as the altar area.
Quick breakdown on how I made the stone tiles too, You can quickly sculpt tiling normals in Zbrush and export them into PS with this :>
There is a great script for ZBrush that removes the seam completely with the click of a button: http://www.zbrushcentral.com/showthread.php?94752-Useful-small-ZScripts-and-Macros-for-ZBrush-4-amp-4R3&p=848052&viewfull=1#post848052
Keep it up, I like what I see here!
Ah awesome thanks man, this is definitely a cleaner way of doing things, and thanks. I hope to make some progress this weekend
L/R: No edge normal, Flat bevel (15% 50% 85%) values in red channel, Rounded Bevel (15-50% 50%-85%) values in red channel