Hey, everyone!
Hope all of you are having a good summer lately. I just started a new project that was based on YuQing Wang's concept artwork. I created the block out level to make sure all of the scales fit with the concept artwork's scale of everything. I created three materials for the wall and floor in substance designer which I'm becoming more comfortable with it.
Any feedbacks and critiques will be very appreciated!
Cheers!
YuQing Wang's concept art:
My scene:
Lighting only:
Replies
Created the Trimsheet for the wood furniture in Maya, Zbrush and substance painter. Tim Simpson's video (Polygon Academy) of TRIM TEXTURE TUTORIAL helped me so much to understand how to make a Trimsheet. I created several material instances to have a variety of colors. It was a lot of fun to work on this. Please let me know if there is anything that I should fix with my trimsheet and wood furniture because this is my first time to work with this workflow.
Any feedback will be very appreciated.
Concept Artwork:
My Scene:
Close up Shots
Trimsheet:
@Jack M. Thanks, Jack! Me too, I'm really excited to see how this project looks in the end. It's going to be a lot of fun to work on all of those assets!
I created the easels which I focused most of my time on sculpting the easels to give it more personality and add some artistic touch.
I used the trim sheet for all of my pictures frames.
I also created the canvas scrolls but I probably will make more scrolls to get some variations.
Any feedback will be very appreciated. I will like to know if I am on the right track with my project.
Cheers
Concept Art:
Scene:
Close up shot of easels:
I got sick badly for almost two weeks. But I'm finally feeling better and I was able to go back to work on my project more.
@Jack M. Thanks, Jack! I went back to reduce the edge's highlight on some of my props which look a lot better now.
@Lucas Annunziata Thanks, Lucas! After reading your feedback, I realized that I need to step back and use my time wisely that I should focus on the hero or important props first. So I went ahead to add a bunch of small props(rough shape for now) with flat colors around the room. It gave me an idea of what I need to work on and how to create the rest of the props efficiently. Thank you so much for your feedback.
The statue was out of my comfort zone. I hope all of you like it. It is supposed to be a Temple Foo Dog Statue...I think? I'm not fully sure what the statue is in the concept art. I'm not completely familiar with that culture. So let me know if there is anything that I should change.
Any more feedbacks will be very much appreciated! This project is becoming more fun to work on!
Cheers!
Concept Art:
My Scene:
Close Up of Statue:
I have been adding a lot of the props to my scene, adjust the lighting and post-process, and changed the props' placement for little. Next thing I will be working on is the box by the bookshelves, wood chair and paintings.
I'm not sure if I'm fully happy with the blue leather chair. So please let me know what do you think of it.
Any more feedbacks will be very much appreciated!
Cheers!
Concept Art:
My Scene:
Close up shot of the chair:
Hey, everyone!
I created the jewelry boxes and then I drew the ornaments on it in the Substance Painter which is pretty fun and challenging. All of the paintings are Deferred Decal with material instances. I created the paintings in the photoshop with the "oil painting" brush tool.
Any more feedbacks will be very much appreciated!
Hope all of you are having a wonderful day!
Cheers
Concept Art:
My Scene:
Close up shots:
I have been focusing on the environment outside of the room. The landscape was created in the UE4. I used the tree software, TreeIt, which is similar to the speed tree. Although I only used TreeIt to created the bark with branches because it's pretty fast to make it rather than modeling the tree with branches manually. TreeIt doesn't do a good job on making the leaf card because it produces too much of overdraw. So I created the leaf card in Maya and put it on the tree by hand. I used the texture of the leaf and wood from the Textures.com.
The mountain was created and sculpted in the Maya, Zbrush, and substance painter.
Any more feedbacks will be very much appreciated!
Cheers!
Concept Art:
My Scenes:
Close up shots:
Concept Art:
My Scenes:
these before and after shots of the decal work in rage are a good illustrator of that idea
@Kaine123 Agreed with you! Thanks for the link. It's pretty cool to see how the decal can influence hugely on the environment. I posted the screenshot below that you can see how my environment looks without my decals. I also used the vertex painting for the ground with dirt. So I'm not sure how I can push it farther. I'm open to any suggestion though.
Here are the new screenshots! Let me know what you think. Any feedback will be very much appreciated
Concept Art:
My Scene:
Really love your work don't rush to finish it even if it really good.
@halldor True! I added a lot of the decals and I'm little worried to add it more because I don't want it to become noisier. Plus it's bad to have many layers of the decals because of the overdraw(from what I can see in optimization view.) Thanks, Halldor!
@idli Thanks, Lola!
I'm calling this project done! I'm super happy to see how this project turned out in the end. A huge thanks to the Polycount, Warren MarshallBiz Discord, and No More Grid Discord community for providing the amazing critiques that help me to push this project more further! Incredibly happy to see my work on the front page of polycount!
You can find more breakdown shots on my Artstation: https://www.artstation.com/artwork/k4dPE2
Cheers!
@Ashervisalis Thanks, man!