i will add other parts while creating full highpoly .also in blocking stage i am chamfering edges to get smooth look and some places i used turbosmooth to get even more smoother look .
i did some minor changes which are not visible in concept .
Now i will proceed to terrain and rocks blocking , Then next will be background building and main building interior .
Main building Baking is done so for a change i decided to work on cliffs then i will remesh them and project on detailed sculpt to get back shapes and then use them in scene upon that i will use tilable textures and vertex paint them . i am little confused about this workflow if you guys have any idea's and feedback's it will be really helpful.
Yesterday my brother was cleaning fish tank so he took out all the rocks , i decided to attempt photogrammetry and use them in scene , Maybe place plants inside and around them to blend with environment . This is just a rough version i will sculpt on top of it and then bake and also tweak albedo a little bit .
Some of the materials i created for the scene. I am not good at substance designer so i searched some good tilable textures and then took them to bitmap2material and extracted Height , Normal and base color then i took them to substance designer and did further details and i have changed albedo a lot .
GROUND MOSS FLOOR
GROUND ROCKY
CLIFFROCK
SOME GRAPHS , THEY ARE REALLY SIMPLE I CREATED MY OWN MOSS SHAPE THEN BLENDED ON TOP OF HEIGHT .
Thats a very ambitious project you got there. Thanks for showing your processes I'm finding it very helpful. I'm a Substance designer noob myself and its always helpful to see different workflows. I'm actually quite impressed with your materials for someone who calls himself bad at a program. I know artstation challanges are quite difficult and I'm hoping im not being too impolite for asking a question. Would you mind telling me which node you used to apply the moss onto the rock? Was it just blend? I'm looking forward to seeing your progress and I wish you good luck with the challange Shubhar Kumar.
Thats a very ambitious project you got there. Thanks for showing your processes I'm finding it very helpful. I'm a Substance designer noob myself and its always helpful to see different workflows. I'm actually quite impressed with your materials for someone who calls himself bad at a program. I know artstation challanges are quite difficult and I'm hoping im not being too impolite for asking a question. Would you mind telling me which node you used to apply the moss onto the rock? Was it just blend? I'm looking forward to seeing your progress and I wish you good luck with the challange Shubhar Kumar.
Hi Krystain for the moss on rock its just used gradient map blended with texture and a mask is connected so i can get moss only in valleys. in next node i copied same gradient map with different hue and blended it with previous blend and also mask is connected for breakup
i used curvature smooth which is connected to normal map then leveled it to get peaks and valleys mask then used them in blend node , you can blend your mask with noises to get variation . Hope you find it useful
@shubham kumar Thanks for that answer its indeed very helpful I appreciate the effort too. I havent thought of using a gradient map and noises for masks before, I must try it out, in your case it worked out great.
started to texture main building . This is base now i will create small chunks of moss in mesh and manually place them wherever i need Something like this - http://catlinseaviewsurvey.zenfolio.com/florida/h2b6c23aa#h2b6c23aa some feedbacks on this will be really helpfull guys.
main building base texture done , later i will use vert paint and decals to make it more interesting
i will now for a change start working on cliffs and vegetation later i will work on interior and background building.
Also i did a quick bake with directional light with 0.5 intensity and skylight with also low intensity , but roughness of building is totally gone and albedo has turned dark .
IF YOU GUYS HAVE ANY TIPS FOR HOW DO I GET STARTED WITH LIGHTING PLEASE FEEL FREE TO COMMENT .
Hey guys , its been a while but here is my progress , i am showing in Detail lighting mode in lit mode scene is little bit dark due to bad lighting i will fix later .The hardest part for me are the rocks and blending them so they don't look repetitive.
right now i am working on cave i have a really awesome composition in my mind for the cave .
i have never tried something like this so this Artstation challenge is really challenging for me but also really exciting .
Hey guys this is just a test lighting . I have a single spot light coming from the interior with volumetric effect i have to add more lights for sure .
i also added some bubbles . i will check my Albedo values for darkness before that i will add some fishes .
if you guys have some tips for adding fish please let me know .
and also please let me know if there is some way to create optimized GIF from Unreal Engine for Artstation.
This was my first time creating a environment it was very difficult to work on the challenge while have a full time job but i also learned to Self discipline , some times i didn't want to work at all but i had to . Btw it was really fun to be part of this 57 days journey and witness great artists shaping beautiful environments . i am still not happy with the result but i tried my best and i think its time to let go .
Replies
Main Building Exterior blocking almost done
Now i will proceed to terrain and rocks blocking , Then next will be background building and main building interior .
Scene blocking done
cliff are rough for now i will tweak them later .
now i will start working on modular parts of main building then interior .
Some more progress
Main building Baking is done so for a change i decided to work on cliffs then i will remesh them and project on detailed sculpt to get back shapes and then use them in scene upon that i will use tilable textures and vertex paint them . i am little confused about this workflow if you guys have any idea's and feedback's it will be really helpful.
some scanned rocks
Yesterday my brother was cleaning fish tank so he took out all the rocks , i decided to attempt photogrammetry and use them in scene , Maybe place plants inside and around them to blend with environment . This is just a rough version i will sculpt on top of it and then bake and also tweak albedo a little bit .
some tilable textures
Some of the materials i created for the scene. I am not good at substance designer so i searched some good tilable textures and then took them to bitmap2material and extracted Height , Normal and base color then i took them to substance designer and did further details and i have changed albedo a lot .
GROUND MOSS FLOORGROUND ROCKY
CLIFFROCK
SOME GRAPHS , THEY ARE REALLY SIMPLE I CREATED MY OWN MOSS SHAPE THEN BLENDED ON TOP OF HEIGHT .
Texture's i used
Thanks for that answer its indeed very helpful I appreciate the effort too. I havent thought of using a gradient map and noises for masks before, I must try it out, in your case it worked out great.
Something like this - http://catlinseaviewsurvey.zenfolio.com/florida/h2b6c23aa#h2b6c23aa
some feedbacks on this will be really helpfull guys.
some texturing improvement in substance painter
main building base texture done , later i will use vert paint and decals to make it more interesting
i will now for a change start working on cliffs and vegetation later i will work on interior and background building.
Also i did a quick bake with directional light with 0.5 intensity and skylight with also low intensity , but roughness of building is totally gone and albedo has turned dark .
IF YOU GUYS HAVE ANY TIPS FOR HOW DO I GET STARTED WITH LIGHTING PLEASE FEEL FREE TO COMMENT .
some plants update
Slowly building the scene
Need some lighting tips
i also added some bubbles . i will check my Albedo values for darkness before that i will add some fishes .
if you guys have some tips for adding fish please let me know .
and also please let me know if there is some way to create optimized GIF from Unreal Engine for Artstation.
Some lighting progress
i took screenshots of changes i made still some tweaks are left then i will do the final production render .
Also added some Human's inside the building
Did some humans using MakeHuman software http://www.makehuman.org/
and animated them using Mixamo.com https://www.mixamo.com/
i tried to reduce the GIF file size as small as possible
hope you guys like it
Final Screenshots
some asset breakdowns