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Another Modular dungeon you say?

Twotents
polycounter lvl 4
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Twotents polycounter lvl 4
Greetings everyone,

It's been a very long time since I've last posted on Polycount thought it would be great get some critique on a project I am working on for university.

My task is to create a dungeon environment for some characters to walk through, I decided to go a modular approach because I want to put this into my portfolio too.

I wanted to do some sculpting in zBrush too but the schedule doesn't allow me the time, anyway here are the high poly models so far before I move onto baking and texturing!









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  • Nosslak
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    Nosslak polycounter lvl 12
    You should really look at some brick wall references as no one would ever build a wall by just stacking the bricks in straight rows upwards. There's no structural integrity in your current walls so it'd be easy to knock it all down with a sledgehammer and there's a big chance it wouldn't stand the test of time. Making a regular brick pattern would be more difficult (as there's no straight outside borders), but at least it would make sense.

    Also most of this would probably be done with maybe 2-3 tiling materials instead of unique, baked meshes.
  • musashidan
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    musashidan high dynamic range
    As Nosslak said, you need to build the walls with a stacked bond. But as it's modular you can also create  wall pier or a stone column elements to snap between the walls and hide the half-blocks. This would also look more realistic as this is the way long walls with no perpendicular supporting walls are actually built.
  • Twotents
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    Twotents polycounter lvl 4
    Thanks Nosslak and Dan, I've gone and made adjustments to my meshes, the one thing I am stuck on is the archway and the grate, when I start modeling the actual environment would I just cut into the mesh of the wall to place those so they look like they go beyond the wall? If that makes sense.

    Also Dan I watch most of your tuts on youtube :D I love the zBrush tuts and actually did the cistern tutorial to learn more about substance painter!



  • n4uj
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    n4uj polycounter lvl 5
    Its looking good :D
    I agree with @Nosslak and @musashidan
    However I think that would strongly depends on the artslyte, are yoy targeting for a realistic artstyle or a stylized one? because the bricks models don't really match the real life proportion and construction standards. But if you are targeting a stylized artstyle, the sense of reality can be distorted a lot, so it shouldn't be an issue.
  • Twotents
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    Twotents polycounter lvl 4
    Going for a stylized art style, our whole animation is going to be a hand painted style, I'm hoping to update again soon with the tileable meshes baked down and ready for texturing.
  • musashidan
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    musashidan high dynamic range
    Twotents said:
    Thanks Nosslak and Dan, I've gone and made adjustments to my meshes, the one thing I am stuck on is the archway and the grate

    Also Dan I watch most of your tuts on youtube :D I love the zBrush tuts and actually did the cistern tutorial to learn more about substance painter!





    Cheers mate. Glad you'refinding the tuts useful :smiley: 

    It might be an idea to add to the archway/grate elements by squaring them off with more bricks so they are more suited for modularity and are easier to snap to the other parts. Roman architecture, or even neo-classical, is a great ref for this kind of modeling.

    But as @n4uj said, if this is stylised then don't worry too much about the architecture nazis like me, do what you feel looks good and suits the style you're going for.
  • Twotents
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    Twotents polycounter lvl 4
    Thanks for the suggestions @musashidan I will have a look into the references, modeling like this is kind of new to me so it's all a learning curve.
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