For 2021 I wanted to start on some new Environment Artwork. With permission from
Robby Johnson I am going to start creating a 3D Environment from his Concept:
Here is what I have so far!
I blocked out the large structure shapes as well as the Camera Layout and Lighting for now. Coming up soon is breaking out shapes and setting up Base Meshes I can take into ZBrush and detail out.
Replies
ZBrush Render:
Toolbag Render:
Next will come adding some features to the Material shader for some Vertex Paint and Position a Weight Paint function or a Position based mask for adding dust to the Asset to work in conjunction to a Dust/Dirt pile I'll create.
P.S. I also went into the Lightmass and adjusted some features like Mesh Distances and Source Angles for the Sun Directional Light. Hoping the Mesh Distance fields add details for the Foliage I'll add in the Vista.
Cheers Everyone!
@Jean_Pierre_Varg Thank you, I had thought about doing a Tileable or Trim for the Large Ruined Pillars, but in the end I thought it would be better atleast to make it from ZBrush atleast; one to polish my Zbrush skills on such a big and detailed asset. And two, I really don't think I could make a very convincing Damaged state mixing with either of the two methods. Since this guy is more or less a hero asset, I wanted to give it that amount of love. Though I did rework it a bit, instead of one large asset, I've composed it into smaller buildable pieces that would give me better texel density overall and be flexible for other uses in the level. I do intend to create a Trim Sheet to be used for some of the Vista assets as well as the ones that don't require a damaged state.
This is actually a really interesting insight, I sometimes get stuck with how things are supposed to be worked on in a production, but really at the end of the day I think it is more what works for the purpose of the asset and scene.
It looks really promising, I'm just starting with environments and I would like to see how your worfklow for this project progresses.
Some updates are that I adjusted the Landscape a bit by lowering the contrast of the normal information as well as added a PDO blend to the shader allowing the two meshes I made to blend more cohesively. I also adjusted how the larger Ruins Walls are created. I created smaller modules that I can duplicate and adjust, then merge in UE4 as a single large static mesh. This way I have better control of creation and damage within ZBrush, I also get better texel density with having each mesh singled out. Also for the material, I was able to btter sample the original color of the stone from the concept and create these more neutral toned colors. The old one was too dark and gave off too much of a warm tone. I also fleshed out some of the side architecture on the left side of the ruins.
My next goals are to start some decals to add more detail for ruined and damaged areas. Also start on the Trim Sheet for some of the smaller assets I need to get around to creating.
Cheers you guys!
GIF: