In continued effort to pimp up our portfolios join us for updates on Tuesday and Thursday nights! Our hope is to further our knowledge of substance and just generally level up as environment artists.
So let's get started shall we? Here is what we're shooting for:
Christopher (pixelpatron) will be tackling the room layout, Unity setup, lighting and blockout. Gonna setup shop in Unity 5, and possibly move the project to Unreal. We'll see.....who knows. It's in rough shape and I'm a little embarrassed to show it off at this state.....but hey, ya gotta start somewhere right? Everything is pretty much temp and subject to change. I must stress these block out models are only built for rough size and shape and are actually pretty grotesque things. Case in point the block out model on the left of these images in no way/shape or form resembles what it's turned into...scroll down......you'll see....
While I've been banging away on the room layout.....Mark (Iron Chewie) has been hard at work getting our first asset done. We wanted a large electrical generator contraption in the central part of the room. This will eventually have a ton of wires and electricity shooting out of it, and be an interesting spot to have some cool light sources and effects.
He's got the high and low poly/bakes done and is moving onto textures....
Stay tuned for next weeks episode.....same bat time.....same bat channel.
Comments/feedback/beef jerky welcomed. Thanks gang.
Replies
Put it into Substance Painter. Still getting the hang of it.
Till next time......kids
Only feedback I have so far: I would add a few more edges to the big wheel and big round shapes of the generator, the visible edges/corners look not "up-to-date".
Mark has moved onto making the brain in the jar asset....he hopes to have more to show soon. Meanwhile I've gotten his generator into the block-out. It's looking pretty sweet but needs spit polish lighting on the inside of the drive and the glows are bit crazy atm but I'll tweak that later. I was mainly focused on getting our glowing shaders up and running as well as light shafts, AA and screen space AA. All in good time....more tweaking will be needed but I'm close to wrapping up the block-out and will soon join Mark with asset creation.
Screens are fun but here.....have a quick tour.....WATCH VIDEO.
.....what do you want to do tonight brain? The same thing we do every night Pinky......
almost done with the jar/control box. Then on to modeling the brain in zbrush.
The hope is to get a decent glass shader (refractions and stuff) and figure out how to have some bubble and stuff inside the jar. some sort of volumetric liquid effect would be cool, too.
gonna add some interior wires hooking up the brain when its modeled.
As usual, input is always helpful. The whole point of all this is to learn, practice, and collaborate.
It makes me so jealous when people manage to make it look this good already while i personally find Unity so hard to make anything look good at all...
Now gotta figure out how to get that out of zbrush an onto a low poly model.
Sorry progress has been slow. We're both learning new techniques and trying to challenge ourselves to do things we haven't done before. This leads to many nights battling with a certain problem that we would normally just avoid by cutting it or falling back on an old technique.
For instance, the brain. My goal was to sculpt something completely in zbrush and learn the work flow to get it into a workable game object. Turns out there a plethora of ways to do this and I learned a ton in the process.
Now I'm cracking open Substance Designer, trying to create a material to use for the metal mesh on the back of the control box. Man... Designer is freaking powerful.
I got the metal mesh 90% there, but getting to export correctly into Sub Painter is proving difficult. Its changing my parameters seemingly arbitrarily (ie, changing a .75 value to .76.... a 50 value to a cap of 20, etc).
Keep it up !
Thanks for all the kind words gang.....except you Dragonar - I was mad for a few milliseconds reading your post......till next time.
Still crackin on this thing....first try at Substance Painter...still so much to learn. I'll probly revisit this at some point, there are issues with the low poly, and the bake has some errors that I still need to iron out. Not enough hours in the day.....brains. With any Luck we'll will have this done by next Halloween. lol.
model
YO! I'm speechless, this looks really great! the scene design is impecable, I'm in love with the illumination and the props, keep on that good work!!! Cheers!
moar progress....high poly holding chamber. Moving onto the low poly before taking into Zbrush for some dents and dings.