Hello
everyone, welcome to my first project thread on Polycount!
After some time of trying to find the perfect personal project, I got inspired
to create this https://www.artstation.com/artwork/gY8XL gorgeous concept art piece from Gabriel Yeganyan made for League of Legends in
3D.
The concept
art will be my main reference point for the lighting and the final scene, but
to get more detailed references, I started with collaging some of the key references
I will use for the scene.
I created a
simple list for myself to know all the elements I will eventually need. These
include, but are not limited to: arches, bridges, wall pieces, the various
destroyed versions of these, muddy water shader, fire particle, etc.
At first, I created a quick block-out of some of
the larger pieces of the scene in Unreal Engine 4.
I
started out by experimenting with some of JRO’s awesome brick alpha’s in Quixel
Mixer in combination with Megascans, but this workflow had two problems for me.
Problem number one was that I didn’t completely like the result, although I
could probably get to a desired result if I kept iterating. But the most
important thing was that it would be difficult for me to use the result in my
destroyed models, so I decided to take another approach.
I
waited a bit too long before posting, so to be able to manage the work and make
sure this post isn’t extremely long I will write my progress in different
batches. So more to come!
Replies
My other approach was to sculpt different bricks in ZBrush, so I can use these in the tiling material as well as the destroyed models. So that is what I did.
This was my first iteration on the tiling material, but this was a bit too stylized to my taste.
Here is my second iteration, also the one I am still using right now.
I also ended up baking twelve of the bricks, so I can scatter these around in the scene.
After those were done I applied the final material and scattered some of those bricks around the scene.
My next post will be all about the destroyed arches and walls.
Update, these are the different destroyed arches I sculpted.
This is how they look in the scene.
More to come, feedback is welcome of course!
I also made a simple brazier and created the same patterned iron bars as in the concept in 3D. Here is how everything together looks in the scene.
I created a muddy bones material with Quixel Mixer using Megascans and sculpted a skull in zBrush to add some extra depth. The material also has a very basic panner animation on it, to give the illusion of moving water.
It looks good at the moment but the background is missing stuff from the concept.
Looking forward to seeing this progress
I'm calling it done for now. Here is the final result and some more breakdowns: