Update... Well I am done now could keep going forever on this but i think I am going to call it done and move on had a lot of fun with this.
Some break downs here
Ref. I am not going to follow this 100% just get the gist but I will also add other elements to it. Still unsure if ill go with either a collapsed tunnel or something else.
Still going... some better lighting. Atm still in the block out stage just getting all the main elements in. The tunnel will go further just need to keep copying.
Really nice! If you dont mind i would love see the wireframe, im really in to making environments and trying to wrap my head around some of the modelling aspects
Sajeet: The wire is super expensive and dense. I am not intending this for realtime or game art anymore. I could, but decided I just wanted to make a high res envio instead.
gsokol: still not sure what ill do for the end I have something in mind but ill leave that in till a bit later in the mean time I put a slender man.
Damm, really wanted to see a game ready environment. So far it's looking really nice, I don't even have to say that your materials are amazing as always.
This one will be more the Shader properties for everything, but you can
see the test. dust material is going to be used on everything in the
scene from worldspace slope, ao blend etc to really give that extra
touch of detail. Dusty Metal, Dust Mat.
Started Zbrushing first assets for the main tunnel. Making two variants to bake on a low, the rest of the detail will be done with texture blends in Unreal.
Started Zbrushing first assets for the main tunnel. Making two variants to bake on a low, the rest of the detail will be done with texture blends in Unreal.
Are you planning on just utilizing the normal map information from your sculpt? Or do you usually do an albedo pass with a sculpt like this and also do material blending on top of that? Looking good!
Did some more sculpting and baked it in substance designer. Below is the raw bake, also some wires I am going game res belive it or not we spend way more tri in ND environments so this is not that extreme...
So I have a question about that since I don't normally use decimate to build my lps, how do you actually UV something like that? Isn't that a lot harder to make the uvs?
@NoRank Yes it does become harder. Not so much different... it depends on the model. Also If I was making a an asset that required Tighter UVs I would definitly Retopo cleanly and Uv it properly. With this kind of general shapes I can afford a little bit of slop.
I think he means what you use them for in the node graph further up.
Props are looking great man, looking forward to seeing them all in the scene!
Oh yeah. The reason I am doing that is to soften the normal that is coming from the metal materials. When paint is applied to a surface the surface becomes slightly less sharp due to the paint spreading into the cracks and finer areas so llbluring the normal when paint is applied works as the same idea for the painted metal.
It has been a while went to NYC on holidays so here is everything in Unreal now. all uved and ready for materials Next first pass materials and morel lighting tweaks I need more general ambiance.
It is absolutely mesmerizing and wonderful to follow you Rogelio. Very inspiring and informative process. And beautiful materials, as always. Can't wait to see next steps!
Always inspiring, learned heaps, Its amazing to see you use decimation in your asset creation, really smart and fast, awesome \m/ thanks for sharing man, you Rock \m/
This is just beautiful. Amazing materials, solid assets used effectively, spectacular color and light. I look forward to seeing more pieces from you in the future!
As for decimation, I use it at work for stone and wood from sculpted assets too. It's not bad, but needs some cleanup a lot of the time. Might have been a bit much on the large concrete pieces, but no judgement here
Replies
Sajeet: The wire is super expensive and dense. I am not intending this for realtime or game art anymore. I could, but decided I just wanted to make a high res envio instead.
gsokol: still not sure what ill do for the end I have something in mind but ill leave that in till a bit later in the mean time I put a slender man.
As you see I am adding a small layer of noise in photoshop here is way too strong lol... but meh more mats
Basic setup
So far it's looking really nice.
Props are looking great man, looking forward to seeing them all in the scene!
As for decimation, I use it at work for stone and wood from sculpted assets too. It's not bad, but needs some cleanup a lot of the time. Might have been a bit much on the large concrete pieces, but no judgement here
May I ask since you're working with Naughty Dog , what game engine do they use for their game? Just out of my curiosity to know.