Hey Polycount.
For one of my classes' exam I have to make a handpainted scene with a few elements (house/tree/rock). After some brainstorming I've decided to go with a small scene with a Halloween vibe. I have about two weeks left on it as of today.
The assignment has to kind of fit into a moba but is also meant for 3rd person (not very clear). It's mostly to prevent us from going with too many small props/details.
Here's the base block-in:
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I think the main shapes read ok as a silhouette although the base rock might get rotated for a better read.
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Back view is a lot more plain to fit the moba part of the assignment but there's some things missing
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Here's the first sculpt I did. Tried keeping it very simple. Might revisit it if I have time.
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And some of the props I've sculpted so far too.
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Replies
Quick update. Some more sculpts for you guys. I'm behind on my schedule unfortunately, but tomorrow should be my last day of sculpting, uvs, and checking my bakes. Only have a few more pieces left to do then I should have about a week and a half of time to texture, setup my scene in sketchfab and any other things that might come up.
I realized most of the images have my mouse right front and center. I need to sleep asap.
Since my pc lags easily i had to split up my house is several files so here's some of the stuff for it:
-Main door
-some example of the wood/stone work
-example of some wall cracks
-some windows
And a tileable stone texture in the works
Now I have a question about ground textures. For wood/stone it's really easy to get it to tile because of the grid, but how should i approach something more organic? This is sort of what I'm aiming for: https://www.artstation.com/artwork/m8kw1 (Tobias Koepp).
I've looked up some things and a video had a method where you'd save your sculpt as a displacement map, and fix the tiling issue in PS. But I was curious to know another potential mock up. Here's an example of quickly throwing something together and getting the seems.
Had a horrible week end full of set backs because I had to work away from home on a subpar setup. The result is that I didn't get anywhere close to what i wanted (I had to spend 2 days doing what should've happened in half a day). So painting has yet to commence. So a poor man's update instead.
Here's my tiling textures. I rendered a number of passes in zbrush that I will composite in PS. In addition there should be a fifth tiling texture of ground grass which I will paint as I have no idea how I should/would approach it by sculpt.
Here's what the [for now] result is:
And some close ups:
I need to work a lot on my presentation skills (in addition to all the rest) because it makes it look lack luster. If anyone's got some solid links on how to present scenes like this I'd love to learn about them.
In case you wanted to move around the model some more here's a sketchfab too:
model
You also have a wood extending randomly to the inside of your house. If you dont have plans on using the inside, i would delete every face there to win some tris.
I love the style in general, and i like the ground having a skull face as well!
i also have some questions.
1) did you make the skeleton inside the cage?
2) the roof tiles on the sides,have gaps between them. Did you make the texture transparent in there or did you just place some independent bricks outside the tileable texture?
3) is the candle flame, a plane? It could also use a little emissive material
4)Also, what is your triangle count?
for a stylized environment you kept it consistent, so congratz to this as well!
They said the same thing about the windows, and quite frankly I felt the same way a bit. My initial reasoning was green= work space in the house, red= living space but in the end it felt too forced and out of place.
The wood inside the house is because I copy pasted beams while using instances. Am I still supposed to clean that up after merging my modifiers in max?
1. For the skeleton, I took the high poly base from zbrush (that you can find in the lightbox), and then manually did a retopo to try and get familiar with the retopo process some more since this was the first time doing it. Then I scaled some things to change the proportions away from being realistic. So I guess partially mine?
2. I places individual tiles on the roof's lower edges to break up what would've been a flat plane. Just matched the uvs to have it blend.
3. It is a plane and actually has an emmisive. Not sure why but while previewing the scene in marmoset it looked okay but in sketchfab that emmisive on the candles looked off. I'll try and fix it for the next update.
4. Tri count is stupidly high for the size of the scene. Around 100k but there's a lot of geo that isn't optimized for sure. The ropes are 5 sided cylinders when they could be a plane, The chains have the same issue. Instead of a plane they are 64 tris each which is overkill for how small those things are. Since this could potentially be used as a portfolio piece once I finish things I wanted to use the extra geo to make it look good.