Hey guys, I'm Peter and I study modeling and 3D animation in Montréal. I've decided to join Polycount mainly to received feedbacks but also to keep myself on track so I can stay motivated on
actually finishing a
personal project
before jumping to another one. That being said,
please do feel free to critique, question or comment on my works. I really do seek and appreciate ANY kind of feedback

.
So this is what I'm working on right now, an environment based on
Stephan McGowan concept art.

After deciding that this would be my next environment to work on, I quickly found some photo stock of this place from
almudena-stock which is awesome for more references.

Then I quickly blocked out the environment inside ue4 to get a sense of the place.

Once I nailed down the proportion and the scale of the door, I made the base on Maya and exported it to Zbrush to sculpt.

It was a lot of
masking > inflate > refining with brushes (95% default brushes). I was rather lucky since the photo stock was taken in front with very little perspective. I took advantage of it by using Pureref to make my references see-through and to stay on top of Zbrush to do all the masking.


Next steps are the retopoly and texturing. After that onto the rocks but I'm still unsure on how to tackle them.
I will definitely update soon enough with more images! Once again, feel free to critique, question or comment on my works. I really do seek and appreciate ANY kind of feedback

. Thanks!
Replies
Result is looking very good, can't wait to see the final asset.
Update, finished retopology and it was quite simple, could've spent more time on uv but I really wanted to spend more time on texturing since I know very well that I will struggle. The bakes went also fairly good I think.
Texturing is definitely my weakest point in my opinion as someone who wants to be an environment artist. I will gladly listen to any tips or advice for texturing. This is my first iteration so far on texturing with Quixel.
*Also, there's a problem I'm dealing with at the moment ... somehow the textures look totally crappy inside ue4
If anyone could enlighten about the looks of my textures inside ue4 or any critiques, please do! For the time being, I will keep on testing and searching. Thanks!
As for the UE4 issue, if you are using packed textures you need to disable sRGB in UE4 for them (it's enabled by default). Keep in mind though that the results will not be 100% the same between UE4 and the Substance or Quixel suites, because the latters do not yet use ACES colors/filmic tonemapper standards. If the above doesn't work, and you want to check if it's the tonemapper you can disable it in the viewport from Show>Post Processing>Tonemapper
@KlawdI can't really wrap my head around the fact that textures don't quite look the same in the engine and the texturing package... Do artists really go back and foward everytime? It seems a bit tedious / unproductive, well with Quixel at least. Also, I definitely don't know enough about ue4 and its tonemapper yet but after disabling it in the viewport, it was actually a lot closer to what I had with Quixel, especially for my albedo. Thank you so much for pointing that out!!
Update, I still haven't fully figured it out for the UE4 textures wise issue. It did get better but still nowhere near what I can get from marmoset toolbag. At first, the result from toolbag also wasn't too good but then I accidentally put my ao map in the cavity and it looked extremely close, if not exactly the same to what I had in the viewport of Quixel. For now, I've done some small and subtle changes on my textures (still in Quixel). Please let me know what you guys think, I definitely will do another iteration on my textures since I'm still not quite satisfied yet.