Final result. Hello polycount. I'm starting a new project for practice and training. I want to make it in a dark style, maybe like in dark souls, eg. Here is concept, that I found on pinterest and fast blockout.
I really love the concept! If you can get the final piece to look like that, it's going to turn out amazing! The blocking is a nice start as well! Gonna keep my eye on this one.
Hello everyone. I was little busy, so let's continue. Here I updated some parts, ready for sculpt.
I made 3 version of monument (red color). I personally like number 2.
In the middle you can see part of the tile floor, also I will make the outer ring of bricks.
The ropes on the bridge I want to make like in images (blue). What about design of the bridge column (green), I am not sure yet.
Helmet I plan to make like on the referens (yellow).
And symbol of the dragon on the bottom part of monument (black).
Also I need to make chains and ropes under the influence of gravity and tension. For this I think I will try some simulation features in maya (nCloth?). But if any one knows how to make it quicker and easier please write.
Here is small update. I sculpted floor and center border. I think, that I will sculpt monument and then will make textures for the floor, and will start make the scene in unreal.
So, here is final piece of the monument. Next I will fix some details that I don't like and will start to make low poly and textures and build the scene to see how it is look like.
Hi polycounters. I am back. @Poinball , @Envie Thanks. So here's what I have done for now. I start to build the scene and put there all I have done in lowpoly. There is no textures except floor, but I dont like floor textures too, so I will change them.
Also, I still can't decide, what helmet to choose. Number 1 is the first, that I have done early, but I dont like those nose and mouth holes. Number 2, I just added 1 more vertical hole. Number 3 I tried to do in the form of a skull, but I am not so good in this yet. Number 4 is mirrored version. As for me, I prefere number 4 (and slightly less number 2).
Next I will make the main rock and spikes to see the whole scene and then will make textures. Any suggestions are welcome.
Hey guys. I made few more spikes and combined them into the rock, just for test. And I think, that most of the highpoly parts are done. Next step is lowpoly and baking.
Another small update. As I said I don't like floor textures, but also I don't like second floor itself, so I decided resculpt high poly. Here is new version of second (outer) floor.
Hello everyone. I'm back. So let's continue. Here is my latest update. I build my scene in UE4 and use just normal map and some colors for now. For ropes I use tesseletion, for floor - parallax. Next step - texturing. Any advices and suggestions are welcome.
Hi polycounters. Simplejay thanks. Here is my recent update. I made textures, materials and lightning. Still much to be done, but I am already at the final straight. Any feedback are welcome.
I am impressed, well done! You might already be working on theses but I think the chains look new at the moment, maybe add some roughness and light weathering. I also really like the doodads hanging off the chains from the concept, I would like to see those. Once you get to the final polishing phase I like the moodiness and atmosphere the concept has captured. You are already very very close. I think the concept has slightly cooler cools and warmer warms which could be done with post effects once you get to that stage. Again, you might have already had those items on your agenda so I don't want to step on your toes.
Everything is looking good, I love your attention to detail!
Hello guys. Kohr and TyAnlauf thanks for feedback.
Here is my latest update. Still need to fix the light and atmosphere, and make post effects.
Because of black background can't be seen the hanging doodads I made orange one. Any feedback are welcome. Also here is link on gif with fire bowl http://i.imgur.com/VeHf7Wv.gifv
Wow, been going a while, but the results are AMAAAAZING. Combined with the perspective, this THIS is exactly what my fantasy Diablo 3 would've looked like. Honestly I'd keep it fairly clean. The current lighting and cleaness really shows off the texturing and modelling, and I feel it'd be too easy to overwhlem the scene with particles, atmosphere settings and overdone lighting. Right now the clean image minimalist lighting, and very high detail when pulled back like in that last shot really bring up the old isometric games of yore like Baldurs Gate and Diablo, but it's managed in full 3d!
Very well done! You did a great job matching the concept. Your modeling is great and the attention to detail really shows.
I have some nit picky suggestions. Don't feel like you have to do any of these but might be worth a try in the future.
- The concept has a nice hue transition from blue/green at the top and red/orange at the bottom. To me that helps grounds the eye and helps drive the focal point to the bright flames in addition it adds atmosphere. Similar to what Dragonar mentioned by adding a background. You could try playing with blue/green height fog. If that doesn't work maybe try a sky box or a combination of the two. Unless you have other ideas.
-The rocks in the concept are curved upward slightly more than yours are. This gives more of a menacing feeling like the jagged rocks want to eat you. You did this as well, I think you only need to rotate the rocks or add more of a bend might improve it. Again, pretty nit picky.
-Another nit picky thing is that the horns on the concept appear to point forward more. To me it looks more menacing and aggressive which adds to the mood. Playing around with some more post processing might help to push the mood further just a little bit as well.
Excellent job. This piece has really turned out well!
Thank you all for feedback. I am really appreciate it. @kohg All floor plains is separate pieces, I have 2 main plains in center and 4 small plains under the monument. Then I made planar UV mapping and adjust UV position. @Dragonar , @TyAnlauf Nice suggestions. I will take note. There many improvements can be made. But I think, that this project is done for me. Sometimes there need to stop and move further.
why didnt you put the firey bowles inside the helmets and make the helmets bigger like in the concept? The Helmets glowing with fire from inside would look sick imho.
This came out great, lots of great suggestions to to push this, not needed if you didn't want to, but it'd take it over the top. I think some form of background would be the first on the list to tackle.
question: I noticed that a lot of ue4 stills have perfect antialiasing. as if it were rendered in a software renderer like vray for example. But i've never seen any game or interactive viewer (marmoset/sketchfab for example) whose AA is anywhere near that. They always degrade the moment you start to move the camera. Is there a way to set up a simple scene where you can play around and see what it's like with full AA at all times? I understand you would need great hardware, but I'd like to see it in action even if the framerate is terrible.
@s1dK , @Nuclear Angel Thanks @Tomiajayi For games need good optimization, so that they could run on low performance PCs. Also games have much much bigger locations. But I could use any polycount, textures and settings, because I don't need optimization for now. What about marmoset/sketchfab, I can't tell you because I have not used them yet (maybe they have some compression, I don't know). What about setting up the scene, I am not sure that I understand you correct and what means ''full AA at all times"" in Unreal, but I set the settings to the Epic in Unreal and play my scene and I have had around 100 FPS.
@s1dK , @Nuclear Angel Thanks @Tomiajayi For games need good optimization, so that they could run on low performance PCs. Also games have much much bigger locations. But I could use any polycount, textures and settings, because I don't need optimization for now. What about marmoset/sketchfab, I can't tell you because I have not used them yet (maybe they have some compression, I don't know). What about setting up the scene, I am not sure that I understand you correct and what means ''full AA at all times"" in Unreal, but I set the settings to the Epic in Unreal and play my scene and I have had around 100 FPS.
Interesting. Yes I understand game optimization. What i'm thinking about is if you just want to do a graphics test with NO optimization at all (at least for AA materials and light. models/textures could be anything)
Usually what happens in viewers is that the moment the camera moves, it degrades the AA to produce a quick framerate. Then as the cam stops, the AA jumps back up to full smooth/clean. Is that what happens in Unreal @ 100fps for u?
@Tomiajayi I understood you. Technically I don't have optimization on my scene, but I did not pay attention on what happens in viewers at the moment when camera moves and for now I can't check it. Sorry.
Replies
Update.
@Poinball , @Envie Thanks.
So here's what I have done for now. I start to build the scene and put there all I have done in lowpoly. There is no textures except floor, but I dont like floor textures too, so I will change them.
Any suggestions are welcome.
Simplejay thanks.
Here is my recent update. I made textures, materials and lightning. Still much to be done, but I am already at the final straight. Any feedback are welcome.
Everything is looking good, I love your attention to detail!
Kohr and
TyAnlauf thanks for feedback.
Also here is link on gif with fire bowl http://i.imgur.com/VeHf7Wv.gifv
FreneticPonies and NateMasterFlash thanks for feedback.
I think that I finished this project.
More images here: https://www.artstation.com/artwork/vQmKv
If I can suggest 2 things :
- Form the rock and the floor ( on the edge ) have almost the same color and blend a bit to much for me so maybe you can tweak that a bit.
- I think if you add a background it will be really cool , like lava , hell !
But in any case really good job dude !
Amazing work. surpassed the concept in my opinion.
I have some nit picky suggestions. Don't feel like you have to do any of these but might be worth a try in the future.
- The concept has a nice hue transition from blue/green at the top and red/orange at the bottom. To me that helps grounds the eye and helps drive the focal point to the bright flames in addition it adds atmosphere. Similar to what Dragonar mentioned by adding a background. You could try playing with blue/green height fog. If that doesn't work maybe try a sky box or a combination of the two. Unless you have other ideas.
-The rocks in the concept are curved upward slightly more than yours are. This gives more of a menacing feeling like the jagged rocks want to eat you. You did this as well, I think you only need to rotate the rocks or add more of a bend might improve it. Again, pretty nit picky.
-Another nit picky thing is that the horns on the concept appear to point forward more. To me it looks more menacing and aggressive which adds to the mood. Playing around with some more post processing might help to push the mood further just a little bit as well.
Excellent job. This piece has really turned out well!
@kohg All floor plains is separate pieces, I have 2 main plains in center and 4 small plains under the monument. Then I made planar UV mapping and adjust UV position.
@Dragonar , @TyAnlauf Nice suggestions. I will take note. There many improvements can be made. But I think, that this project is done for me. Sometimes there need to stop and move further.
The Helmets glowing with fire from inside would look sick imho.
@defraggerI tried it, but I didn't like how its looks. Bigger helmet looked strange for me. This is just my personal preference.
I noticed that a lot of ue4 stills have perfect antialiasing. as if it were rendered in a software renderer like vray for example.
But i've never seen any game or interactive viewer (marmoset/sketchfab for example) whose AA is anywhere near that.
They always degrade the moment you start to move the camera.
Is there a way to set up a simple scene where you can play around and see what it's like with full AA at all times?
I understand you would need great hardware, but I'd like to see it in action even if the framerate is terrible.
@Tomiajayi For games need good optimization, so that they could run on low performance PCs. Also games have much much bigger locations. But I could use any polycount, textures and settings, because I don't need optimization for now. What about marmoset/sketchfab, I can't tell you because I have not used them yet (maybe they have some compression, I don't know).
What about setting up the scene, I am not sure that I understand you correct and what means ''full AA at all times"" in Unreal, but I set the settings to the Epic in Unreal and play my scene and I have had around 100 FPS.
What i'm thinking about is if you just want to do a graphics test with NO optimization at all (at least for AA materials and light. models/textures could be anything)
Usually what happens in viewers is that the moment the camera moves, it degrades the AA to produce a quick framerate. Then as the cam stops, the AA jumps back up to full smooth/clean. Is that what happens in Unreal @ 100fps for u?