This thread is to document my progress on a small scene I'm making. The project as a whole is meant as practice in environment art and material art. I hope to speed up my pipeline and iteration process and not get stuck on details. The idea is to not follow a specific piece of concept art, but to piece together several references.
Here's a day 1 mockup of the scene:
I also want to add some more hard-surface props and modular assets to the scene. Like a large coffin, busted wide open. Support pillars made of rock and decorated with bones. Maybe some faint, burning candles and other small decor props as well.
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Beginning of third day:
Did a quick iteration of the support pillars.
I've updated the materials to match the metrics and texel density a bit better. I also adjusted the shaders and blending slightly.
I'm starting to think I should do some sort of "in between" material and lerp between three sets of textures (instead of just two). That way I can control the look of the transition between cobblestone and mud much more - I'm not really liking the gradient transition between mud and stone.
I wanted to participate in the ArtStation challenge this time, but art tests came in the way and I feel like I won't be able to finish it in just 3 weeks. So I'll just do this instead.
Note to self: Make the mud more caking. Add more grime ontop of stones.
Spent today doing the arms. I'll do another pass on the high-poly, probably tomorrow (the hands look pretty strange).
The idea is to put all skeletal parts into the same texture set, so I'm waiting to do the final touches until I have all parts ready.
(this is literally over 100 million polygons, so I had to install xNormal again since Marmoset can't really bake that many)
Update on the variant:
I'll be getting back to the skeletons next, texture and pose them.
I also re-baked the skull atlas, with some teeth missing from certain skulls.
I'm really digging this!