Hi All,
I'm A new member among everyone on Polycount and would like to gain any advice or Shortcuts on helping me Recreate an Environment I have wanted to recreate in my own way and that is Jorrvaskr an headquarter for the companions in the elder scrolls game: Skyrim.
it's somewhat of beginner steps so far however i would like any critique i can get currently and through out the project piece.
Here is an blockout of the piece with some lighting the help me recreate the scene more for towards this image
The idea i'm currently going for is to Create a scene for this environment in which the companions have just finished celebrating and there visible signs of mugs on the floor and drapery been pulled down whilst it's not visible now it's something i would like to do.
Replies
Screenshots from substance designer:
Stone_Floor:
Normal map
Diffuse Map
Roughness map
Height map
Rug:
Normal map
Diffuse map
Roughness map
Metallic map
The metallic section was something that i wanted the gold embroidery style to pop with however i didn't know how to go about something like this so just thought "hey why don't i just stitch gold in" yeah it didn't work like how i wanted and instead looked like basket weaves in a rug.
Which is interesting in it's own way.
Wood:
Normal map
Diffuse map
Roughness map
?
For the wood i have some idea that metal is not needed however designer had completely ruined my chance of getting the height map out.
The first piece was recreating the bench engraving for my bench's and made this separate from the sitting arrangement.
Here is my hand drawn marker on my bench piece.
Along with this the main focus was the Buck bust for the environment which was the hero piece i wanted to create here is the base mesh i created for the buck.
the main problems arised here with the deer looking more like a cow then deer at first which did improve gradually with the proper reference.
And improved on the deer head as well to get it more visually resembling the deer's feature's.
Some high poly's that would be scattered across the scene.
Made improvements to the deer by further progressing it and adding the antlers to it giving it the feeling i wanted to portray before.
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Some detail lighting renders in unreal.
Also added an trim sheet for the drapery and banners across the scene.
I've also created some texture renders and an video to help further the scene's visual appearance.
Texture Flat:
Texture Render:
Wood Panel Texture Flat:
Texture Render:
The texture screenshot where inspired by Ben Wilson who really captures the overall look of his materials making them look great without needing to put the in engine.
(Sound Warning!)
http://www.youtube.com/watch?v=6gHWyAEgWYo
You have alot of contrast and saturated colors, try and desaturate them a bit. And it looks a little bit weird because many things do not have shadows or ambient occlusion.And shadowing seems really sharp for a room with such ambient lighting coming from candles and fire.You usually get that from spotlights.
Do you use static lighting and shadowmaps?