I've been working a ton over the past few years on
PREY and haven't really had the time to add anything new to my Portfolio. Over the past few weeks, I've started planning for a new project, anticipating that I will soon have more free time to devote to personal work.
I've decided to make a victorian-style interior but with a twist. A concept-artist friend of mine introduced me to an architect named
Lebbeus Woods. In this project I will exploring how I can mash the two ideas together into one unique piece.
Here are some renders of where I am currently.
-Base modeling done (Detail pass not in yet)
-Base Colors done
-Wood Grain (almost) done
-Spec and Gloss are still solid colors (Materials are still VERY much blockout)
Next on the to do list:
-Bake Archway and Column
-Refine substances for floor material
-Blockout the Lebbeus Woods' style into piece and design composition.
As always, you comments and feedback/ideas are always welcome.
d-.-b
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Replies
For the modeling, I've probably spent about the same amount of time. Maybe a bit more with the column and doorframe.
The Lebbeus Woods images look insane. I'm very, very interested in seeing what you do with this.
Did some work on the floor material. still mostly substance with minor tweaks in PS.
Also roughed in an idea to incorporate the Lebbeus Woods Architecture. This one is very loose and concept only.
Peter Eisenmans house studies are also awesome!
for the modular walls, are you UVing over the material you created?
Haven't had a chance to work on this since the spring. Recently finished Dishonored 2 which inspired me to come back to this project. I didn't like the direction that the Victorian wall were heading so I decided to redo it from the ground up. I felt the old design was too "boxy" and had no character. Added a sweet column with some sweet gold designs (also have a wall sconce not shown for lighting proposes once this get to UE4). Also, adding a ZBrush pass between the Maya block out phase and the Substance texturing phase. I think this updated design will look much better in the final scene. It should give me opportunities to have areas where the eye can rest.
@Beard3D Bandit - no, the walls are going to be baked down from a high poly and the wood material made in substance will be added to the sculpted info that's already there. A bit of an older technique, but I wanted an excuse to be in ZBrush. lol Also, the Peter Eisenman's drawings are awesome, thanks for passing those along.
I'm really digging this texture work!
Also @Slosh thanks for the kind words guys!
Hey!
Very nice. I like the redesigned wall. Definitely has more character than the original design.
Looking forward to seeing where this goes.
@Poinball it says marmoset in his renders.
@Goat Justice Thanks dude!! Im trying to push the personality in some of my personal work.
Got the Column baked and textured (mostly). Right now the base color is using only baked maps to control gradients, saturation, and values. I want to go back and add some painterly flair on top of whats been created here.