I'm a huge fan of Michael's brushes -- the lifetime membership is the best deal in 3D -- and immensely excited about this contest. The environment description immediately called to mind two of my greatest personal inspirations Lebbeus Woods (weirdo architect who never really built anything) and Viktor Antonov (brilliant art director of half-life 2 and Dishonored fame). In keeping with that theme, I'm looking to create a dense city block heavily inspired by 1900-1930 Seattle and the aforementioned artists' imposing, clawing, and otherworldly mechanical decor.
By the end of the contest I'd like to have completed an in-engine cinematic similar to this ( https://www.artstation.com/artwork/a1G5z
) piece I created last month. Unlike the last project, I'll now be working in unreal and using baked lighting (in order to achieve the realtime photorealism I'm shooting for).
Most of the architectural assets will start as modular highpoly sculpts (using xmd brushes of course
) Many of the materials originate from photogrammetry data taken around the oldest parts of Seattle: Pioneer Square and Pike Place Market. I'm inspired and energized by the incredible work arising from the collision of traditional methods and scanning, as seen in games like battlefield 1, battlefront, and experimental projects like: https://www.youtube.com/watch?v=h5AR3Wf1QJg
. As this is my final year in school, I'm attempting to find that razor focus and specialization so increasingly needed in the industry. I'm a huge fan of the scanning work flow as well as procedural when it comes to material creation and I'm hoping this project will further increase the quality and speed of my production with both methods.
I have a little greybox video and plenty more details coming soon, but for now here's a few screens of some of the materials and modular assets I've started working on in the last couple weeks:
Wall Brick 1 WIP (realtime in Substance Painter, not iray)
Modular Architecture Piece 1 wip (iray render)
Light post base (realtime in substance painter) wip
Ground/Street Brick 1 wip (realtime in substance painter)
Door of "Federal Office Building" sculpt wip (in zbrush)
Thats all for now. I'm really looking forward to seeing everyone's amazing work and feeling simultaneously inspired and self deprecating.
Thanks for organizing this Michael!
color scheme 1:
color scheme 2:
color scheme 3:
I'll probably add a final detail pass and further tweak these materials once I get it in the scene and see it as a whole.
Later this week I'll be uploading the greybox I started in unity, as well as the mood board I've been working with.