I've decided to start doing video game props from my favourite concept artists. First one is the alchemy table from Skyrim, by Ray Lederer as seen here:
https://www.artstation.com/artwork/e0o8DConstructive criticism would be more than appreciated!
The first piece I've done for it is the medieval microscope furthest from the view (thought it was the coolest thing in the image). Since it's a small part of the scene, I've tried to keep it somewhat low poly. This is 712 tris and 512 maps.
https://sketchfab.com/models/abd14dedf82a4067a64a95de0fa35945 modelI've been chipping away at the table but got stuck figuring out how to do the carved lines in the table. I'll be focusing on that and creating an alpha in Photoshop, then using it in ZBrush. I've got a bunch of the bottles made, but I'm a little weary at their polycount, as they're going to need an inside for the refraction of the glass. If I'm correct, the glass material will need to be created inside the engine. It'll be my first time using an engine for rendering, so will be a learning experience!
Replies
Made the stamp from the high poly and applied it to the table. I'll be sculpting the stone now. Only minor edge details and a few tiny cracks as I plan on doing the rest in texturing.
-beardy
When you say stamp, is it an alpha you're making? Also, look into using emissive maps. I'm guessing if you're presenting this prop for portfolio, it can be boring to have assets artificially lit. So perhaps the volatility of the potions could result in some of them glowing. It could add that extra SHAZAM
Proportions look okay though dude, there are tiny differences in size, but there's no problem putting your own spin on it.
Nice soundcloud link. will be checking them out tonight
-beardy
Finally getting back into things. High poly table sculpt done! For the stone table, I decided not to weather it too much. I love weathering objects a lot, but I wanted this table to be relatively new. The high poly for the oven is done, I need retopogize the table, to bake the maps, then texture! Main question I'd have; The 3 outer bowls, could I use a normal/height map for those (to save poly count), or would it be best to build them into the mesh?
Added some medium-large sized detail in the stone table. Finished the sculpt, retopo'd and then ran into my biggest enemy: baking. Holy cow. That was two weeks of hell. Still learned a ton. Ended up exploding the mesh because Substance's match by mesh name was giving me black maps.
Made a stone texture in Designer, but the texture seems to hide a lot of the details I put into the sculpt. Probably because of the noise in the texture. Well, anyways, did a tiny bit of texturing on the oven and here's what I got for the beginning stages of texturing so far.
Are you using substance painter to texture or photoshop? If you're using substance painter, using smart materials will make those chips, cracks etc pop more.
peace,
beardy
@Beard3D Bandit Yeah I always forget to check different matcaps. It could have been an issue that I didn't make all the grooves deep enough. I'm using Substance Designer/Painter. How would a smart material make the chips pop out more?
@shabba Will remove the flame and add all the nasty stuff! The table, oven, and glass is reaching almost 10k polys now, so I was a bit weary of adding more polys to the table. Would you still advise of adding more when it's this high already?
Well, if you bake this in substance painter, you're going to not only get your normals, but you'll gett he AO, the curvature maps etc. which let's smart materials go to town and use this information and provide different results. It's not just throwing a material down and calling it a day. Some smart mats will use the chips and highlight those more.
For e.g This is a tiling texture I'm working on.
I threw on a smart material to start with, it was a stylised stone smartMat. It was way too stylised for me, but it gave me a foundation of tools to tweak and add to, as it highlight the cavity and edges. I then used my height map to create a mask and used generators (Dirt) to overlay moss in the cracks (which used the baked AO)
yellow - I used alphas in zbrush to give me a rocky surface and then used trim dynamic to give it a less procedural look. The moss found these cracks and it only goes to the crevices.
blue - these are just bumps made by the noise generator in ZBrush. highlighted by the moss and stone smart mat.
pink - the smaller details can be done by finding a bumpy surface and creating a levels filter (just for the height) and then tweaked it until they looked like small chips.
When I was starting out, I would lose all my details, because I would sculpt something, then throw a material that doesnt match the sculpt normal map, and it would smooth it all out.
Like this:
as you can see, I just did the sculpt, but didn't really implement it in a very good way. and it left the final result quite flat.
I don't know if it's helped, but hope it did kinda.
Peace,
Beardy
And yep! Smart materials is pretty much just a folder filled with layers, each with a mask that automatically apply a bunch of effects - each layer has a premade mask to analyse your baked maps to apply those layers correctly. Some Smart Materials however can be developed in Designer, so they have some parameters/graphs applied to them.
Big issue I'm having right now is with Substance Painter's opacity. As you can see, it causes issues when I use opacity for the liquids due to the low poly count of the liquids. The emissive properties of the liquids don't really look that great either. Would this work better in engine...?
I've got some props I've made so far, and have to create a buncha sick bottles to hold magic potions, poisons and such. I think I'll make some wax candles and have the whole thing partially lit by those.
Let me know what you guys think.
Also those vials need more vertical loops. Way too much faceting.
Good work so far! Keep going
It's not weird that substance doesn't bake out cavity maps. It doesn't bake out convexity maps either, which is the direct opposite of cavity maps. But that's what curvature maps are for - it's both combined convex/cavity maps.
I feel like you should have some sort of high frequency across the entire stone table. It seems extremely 'weathered' and smooth. Put some porous, crackily detail and tile it a bunch via tri-planar projections. Could do wonders
Decided to do some more props for the table. Started with this candle. I wanted to try making an asset in a small amount of time, because everything I make takes so damn long. It's not perfect, but it definitely looks like a candle. I'm thinking ahead and would like the scene lit by a few candles, the glow in the liquids, and an off screen torch.
model
So, besides working my ass off to get physically stronger, I'm going to use all my bed time working on 3D (as soon as I get out of the hosital).
I'll post the video of my "sick" jump when I'm back all the my computer!
Here's what I got so far. Be easy on me because I've just started learning Unreal. There are a few issued I'm encountering;
1) My glass material is doing weird things, mainly when I do a high res screenshot in Unreal. It looks a lot better in test game play. Now I'm getting this swirly glass.
2) My glass is not casting shadows. I've looked around and can't find a way of forcing it to do this.
3) My light in the oven is actually shining through the oven and making it glow red as you can see.
On the other hand, I have applied a less weathered bump to the stone, and I have learned how to import props into engine!
https://www.artstation.com/artwork/abkBz