We can create anything that our imagination can come up with, there is no limit!Hello everyone and thank you for being interested in helping me.
Feedback is crucial and I am very grateful for every thought and
comment on how I can improve my work.
I learn CGI intensively since 1 1/2 year, beside this I study Software Engineering in Hamburg, Germany.
My first tool was the map editor of Battlefield 1942, later Hammer Editor in the Source Engine.
My goal is to create high quality game environments and props.
I am also interested in rendering, photography and making music. (If days would just be 48hours long! ^^)
In this thread I will post small projects that I am working on to improve certain techniques.
I'd be very glad if you could tell me where to improve.
What
2 learn:
Substance Designer- Reach photorealism
- Ability to create any kind of texture
- Stylized materials
- Implement sculpting in my workflow
- complex height maps / shapes
Environment Art- High Quality Interior and Exterior Environments
- Modularity Techniques
- Trim sheets (they confuse me)
- Foliage creation and shaders
- Landscaping
- UE4 integration (exposed parameters, material blending etc.)
Prop Modeling
- High quality props
- Improve modeling: complex shapes, proportions, hard surface shading
- more complex models/props
- Implement sculpting in my workflow
- Improve texturing in Substance Painter
What I already learned:
- From blockout to game ready asset
- clean baking
- Hard Surface Modeling
- Substance Painter basics
- Substance Designer Material Creation
- UE4 basics : lighting, materials, asset placement
- Rendering
- Photoshop
Check out my Artstation:
https://www.artstation.com/finnisengardt
Thanks in advance for helping me,
Finn
Replies
Tell me what you think about it and how I could push the models detail a little further.
here is the artstation link: https://www.artstation.com/artwork/K5VYx
Nice modeling so far. Can you add closeups of the trucks/wheels, a bottom view, screenshots with wireframe and perhaps your reference? Anyway, if I would model a longboard I would add some curvature to the deck, increase the bevel on the sides and make the deck slighly smaller in height. The wheels could be wider, make them stick out a little more then they do now. I can barely see the truck bolts on the top, when I look at some rerference they should be a lot bigger. I would also replace the rectangular shape where the bolts are attached to with something that looks more interesting.
Keep it up
Cheers,
Derk
When I'd have to critique it myself I'd probably say the geometry could be more detailed.
Anything else that could make this better?
As for textures / materials, I think that you're off to a good start. One thing to be cautious of is relying too heavily on Substance Painter masks to automate things like edge wear. Also, I'm not sure what your map outputs are, but you may want to add ambient occlusion if you haven't already. Lastly, you may consider exaggerating things like fabric weaves and leather bumps to help with selling the materials. And of course, never be afraid to manually paint in scratches and custom wear to break up the uniformity of smart materials.
Good job though on the helmet! Potentially if someone always wears it, you can delete the inner polygons, it is worthless geometry there...! Also, spending a little more geometry on circular areas is always welcome...!
Thank you for your tips. I will put a character base mesh under the helmet to test it out. I will also model some more details.
The texturing is very simple indeed, just simple smart materials modified them in color and curvature...
I will remodel it a little and then go back into SP and put some more effort into the detailing.
I actually did it like this: Taking a Smart Material and turning off every effect in the stack to modify the base. And then I worked my way up and tweaked the effects and deleted or added some.
And I also always saved some basic Materials or Masks that came across while texturing.
Or do you mean creating base materials in Substance Designer? I tried it, but it's really difficult for me to get in. Even though the node base system is quite easy to understand, it is really difficult to realize the idea I have. But as always, practicex3 might fix this. And for basic materials like dirt, that I can use as masks should be enough.^^
About the project:
I decided to sculpt the padded armor details with ZBrush, even though I am new to it to but it's is quite essential. But I lost the pen for my intuos pen&touch (the old version) and they are pretty difficult to find. So I gotta wait like 3 weeks for a pen to be shipped from whereever.
so I will put this project beside and work on other stuff.
Old textures:
Baked normals
Also on the blood texture itself, I would introduce more color. What I mean is, blood after it leaves the body has darker reds. I'm not sure what the 100% scientific term for it is. Maybe it's the hemoglobin? But the material should read where the blood has dried up on the sword when it was used to impale and other parts could be still fresh and dripping like a viscous liquid.
The blood was really a quick mess and more of a gimmick I think in game the blood would probably not be mesh related and be implemented as decals I guess.
Anyway I'd be happier if it would read correctly and u guys are right, it doesnt...
I created a simple material preset in Substance Painter with a uniform red color and a simple brush.
I will try figure out a way to make it look better. Maybe I use this liquid tool in SP, never used it before though
It is a quite simple Material, but I would be happy for any critique and tips what could have been done better here.
RoughnessDiffuse
@jewski-bot I think blood can be quite thick, especially if its very fresh and a lot. but if the sword sliced through a body then it would probably look very different and maybe better without heigh information. I will try to make the blood look dried out. Right now it looks just artifical^^
This is rendered in Iray, but I haven't figured out how to render Material height as detailed as this in UE4...
I tried this but I could not find any updated documentation about it.
Which node are you talking about exactly?
I got it fixed and have a nicely displaced material now.
I imported a tesellated plane. I know this comes with high performance costs, especially when I make a whole floor tesellated, but my scene is gonna have just a few props, so I consider this an option :P Thanks for helping me out.
Studded Floor WIP
here's the graph:
I will give them a try soon, that's for sure!
I also , for the first time, put a material up on my stores. I recently bought Substance Designer, so I actually own my materials
Dry Soil in my Artstation-Store