Project is finished! If you just want see final result here is Artstation link.
Hello mates! I want to share the process of my work here. Would be glad to hear your feedback. So lets get starting
This work about crash site of some air capsule, that was forgotten and leave untouched ever since. The capsule begins to grow roots and merge with site. I want to put the capsule into a ravine and maybe link it with crater from crash.
I was made several sketches with basic composition and then moved to design of capsule:
I've reworked the earth blocks, make them full height(before was overhanging top piece). Also I made low poly inner shell of capsule, add some texture on it. And my first try making plants, those bushes in the screen shot below
I've been far away from home last weeks. After time out came back to this project. Working on foliage right now. It took some time to get convincing results, but I'm sure that it still could be better in all aspects. Screenshots below show progress on bush/small tree asset.
Good progress. Though it's unclear what the metal thing (air capsule) is. The story is missing. Things like crash evidence (angle of crash, damage to nature) or perhaps explaining what the object is. Foliage is going strong! nice!
Hi Robert, thanks for the comment I totally agree with you that scene need to be more clear on what happened there. I'm now working on damaged parts of the capsule, trying different variations on torn parts of metal. I like the idea of dense skeleton under metal shell, but making this as geometry is too heavy on tris count and have difficulties with proper mapping. Trying now replace this geometry pattern with a normal map.
First try on metal skeleton, as you can see quite high amount of tris
How this look inside engine
Here another version, I've painted separate geometry parts(those metal wires) on surface and replace skeleton geometry with texture.
Update. I've made all parts of broken outer shell and now working on broken trees.
Scene shots
This is parts of outer shell
More closely look on them
Progress on broken trees. This is old version
This is updated. But it looks too generic, maybe need do another variation of it.
I've made a several variations of broken tree ends. At the beginning I tried made them as one solid geometry, but it wass difficult to unwrap them correctly, so I separate bark from body and this method work very well. Also second method is fully procedural and made of tube(bark) and subdivided plane(body) with several noise modifiers.
Tweaked foliage in the scene. Made more dense ground cover. Working now on inner shell(red one) textures in Substance Painter(had a lot of headache with proper map baking, before it start look right).
Nice, I like how the surrounding area is coming along, and how you've broken a few trees that the capsule must have hit in its descent. Maybe add some damage to the ground to complete the effect? You say you want the capsule to begin to grow roots and merge with the site - so how long ago did the capsule land in this scene? I see you've added some smoke rising from the wreckage so I'm guessing recently, but I'd increase the size of that effect. My point is you should make it more obvious that the capsule is merging with the roots - maybe the capsule was carrying some sort of alien bio-chemical material that splashed onto the roots and made them grow/fuse with it?
On the look of the capsule itself - I think like Robert says, it's hard to read and possibly looks a bit simple for such a large object. Maybe add some panels and small details to show the scale better? It's great to see your process and the scene is coming along nicely.
Hi @The Rizzler thank you for the comment I really like your idea about some sort of bio-chemical material. I think it indeed will make sense of this huge roots. I'm working now on the inner shell of the capsule(made my first step in substance painter). Here is first images:
I like it, although I feel like some signs of impact on the ground instead of foliage or along with it would help the scene quite a bit. It's coming along nicely!
Hi @gfelton, thank you for the comment. I've added burned areas around capsule with help of decals and it indeed make scene more clear that the capsule actually fell from sky and crashed into this ravine.
Very nice progress. When I look at it from the initial posts to recent ones, it came a long way. Good job. My question: If the capsule hit the ground recently (you have smoke and bio chemical spill), then the immediate surrounding area around the capsule will have very less vegetation. I think there will be more soil / ash / debris. Am I right?
Hi @The Rizzler thank you for the interest and idea with bio-mechanical material, it really helped make things more clear in the scene.
Hi @sgv3dmax thanks for the comment. If I get you right in your vision area around capsule looks like on the image below. My wife said the same thing actually, that area around capsule need more impact from crash But as you can see right underneath the capsule I place pool with bio material. As were suggested this bio material is accelerate growth of organic things. Maybe it somehow preserve their dying from taken damage? But maybe you're right, need see how it fits in the scene.
Hi guys! Finally I made last tweak and changes with the scene and happy to share result with you. If you ask me, of course it's not perfect, I mean look at Uncharted 4 and Witcher 3, but I've learned a lot with this project and will sharpening my skills further. I want to thank polycount members for all awesome threads and wiki articles that I've used in creation procces. Special thanks to @Robert Berrier, @The Rizzler, @gfelton, @sgv3dmax for the ideas and critics.
@Robet Berrier Next thing I wanna do is complete Hearts of Stone in Witcher 3, I'm joking For the next project I want make an game ready asset based on concept art, still searching the right one though. I think it'll be like an exercise. Hope it will be more fast than create a whole scene from scratch. And I have some rough sketch-ideas that poping up constantly, but I'll come back to them later.
Replies
Soil made and rendered in Substance Designer.
I want make those overhanging earth blocks look like on reference below, I'll be glad to any advise how to do it
Still need spend more time on this ravine
Earth blocks wireframe
model
Also dunno why in previous post Sketchfab link to bush model didn't show up properly
This one before adding smaller assets
This one after adding smaller assets
Assets
The story is missing. Things like crash evidence (angle of crash, damage to nature) or perhaps explaining what the object is.
Foliage is going strong! nice!
I totally agree with you that scene need to be more clear on what happened there. I'm now working on damaged parts of the capsule, trying different variations on torn parts of metal. I like the idea of dense skeleton under metal shell, but making this as geometry is too heavy on tris count and have difficulties with proper mapping. Trying now replace this geometry pattern with a normal map.
First try on metal skeleton, as you can see quite high amount of tris
How this look inside engine
Here another version, I've painted separate geometry parts(those metal wires) on surface and replace skeleton geometry with texture.
Scene shots
This is parts of outer shell
More closely look on them
Progress on broken trees. This is old version
This is updated. But it looks too generic, maybe need do another variation of it.
I've made a several variations of broken tree ends. At the beginning I tried made them as one solid geometry, but it wass difficult to unwrap them correctly, so I separate bark from body and this method work very well. Also second method is fully procedural and made of tube(bark) and subdivided plane(body) with several noise modifiers.
Before
After
Addition shots
On the look of the capsule itself - I think like Robert says, it's hard to read and possibly looks a bit simple for such a large object. Maybe add some panels and small details to show the scale better? It's great to see your process and the scene is coming along nicely.
I really like your idea about some sort of bio-chemical material. I think it indeed will make sense of this huge roots. I'm working now on the inner shell of the capsule(made my first step in substance painter). Here is first images:
and Sketchfab model
model
I've added burned areas around capsule with help of decals and it indeed make scene more clear that the capsule actually fell from sky and crashed into this ravine.
Made a huge mess in the ground:
- spill some bio-mechanical liquid on the ground
- fix decal with embers(was too red)
- scattered metal scrap from capsule
- redo textures for outer shell of the capsule
- add those green steam from crack in the capsule.
Some screenshots:Undamaged outer shell of the capsule
Broken pieces of outer shell
Hi @sgv3dmax thanks for the comment. If I get you right in your vision area around capsule looks like on the image below. My wife said the same thing actually, that area around capsule need more impact from crash But as you can see right underneath the capsule I place pool with bio material. As were suggested this bio material is accelerate growth of organic things. Maybe it somehow preserve their dying from taken damage? But maybe you're right, need see how it fits in the scene.
Finally I made last tweak and changes with the scene and happy to share result with you. If you ask me, of course it's not perfect, I mean look at Uncharted 4 and Witcher 3, but I've learned a lot with this project and will sharpening my skills further. I want to thank polycount members for all awesome threads and wiki articles that I've used in creation procces. Special thanks to @Robert Berrier, @The Rizzler, @gfelton, @sgv3dmax for the ideas and critics.
https://www.youtube.com/watch?v=vur_8ydUn3I
Seems you got a lot of learning from this project, many kudos for that!
I also hope (but kinda assume) you enjoyed making it.
You already have your next ideas and projects coming up?
Next thing I wanna do is complete Hearts of Stone in Witcher 3, I'm joking
For the next project I want make an game ready asset based on concept art, still searching the right one though. I think it'll be like an exercise. Hope it will be more fast than create a whole scene from scratch.
And I have some rough sketch-ideas that poping up constantly, but I'll come back to them later.