Here is a super fast doodley concept we decided to pursue... Basically we took forms from the original concept and gave them some function. For example the tank treads and wheel housing came from the originals concepts flowing organic shapes. It is now a giant all terrain super brutal blood bank from hell.
....I'm having issues with my muscle covered rocks...
I sculpted and painted them in ZBrush, I think they look dope, but I still need to touch up the diffuse and do a spec etc.
So I exported from ZB as an OBJ, and unwrapped that OBJ in Max...all good.
But when I imported the OBJ back into my tool the higher subdivisions were all bejingered and exploded in different directions. Its like the new UVW farked it all up.
So first off... is this a feasible work flow?
and if so what do I need to do to make it work?
the mesh is above, not wireframe i know, but I think the fact that is open and has maybe 2 triangles is whats not letting me reconstruct the HP...w/e... I got my normal map from Xnormal I guess I just have to repaint with PS...ty though
tool as in ztool as in .ztl
all you stuff looks cool guys but im just wondering what it will look like put together. can you make a quick blockout of your scene to show us(mainly me) the idea you were going for
all you stuff looks cool guys but im just wondering what it will look like put together. can you make a quick blockout of your scene to show us(mainly me) the idea you were going for
We're composing in UT3 right now... we are going for a comp that resembles the original concepts composition... although it is heavily bifurcated.
all you stuff looks cool guys but im just wondering what it will look like put together. can you make a quick blockout of your scene to show us(mainly me) the idea you were going for
have you thought of maybe using tileable textures or a higher rez texture for your cliff on the right? Its so close to the camera and looks low rez, out of anything so far I'd make sure the detail is good and readable without any fuzzyness. Also.. looks like your blood may be a tad tooo chunky.
have you thought of maybe using tileable textures or a higher rez texture for your cliff on the right? Its so close to the camera and looks low rez, out of anything so far I'd make sure the detail is good and readable without any fuzzyness. Also.. looks like your blood may be a tad tooo chunky.
the rock is 1024...i guess ill bump it up a power. It WAS looking alright for a while...but yeah I get what youre saying, I realized that.
The blood mat is just a start. Real blood is watery, which is not that graphically cool, I want to push for the B horror corn syrup and food die look. A little gloss and reflection should make it better.
Thanks for the crits though man... they help.
Hey, it looks like you have a few awesome props going. I really like the soft tech feel you are going with for the machinery. Right now I'm getting a bit lost in the red and orange of the scene files you have, but I do realize its a WIP. It'll start looking a bit better when you get some other colors or something in there to break it up a bit. I look forward to seeing it all come together in the final scene.
I love the feel of your scene and the models and textures fit will except the lava to the bottom left does not look like lava to me and is the stuff wrapped around the front rock supposed to be fleshy if so then you nailed it
Hey, it looks like you have a few awesome props going. I really like the soft tech feel you are going with for the machinery. Right now I'm getting a bit lost in the red and orange of the scene files you have, but I do realize its a WIP. It'll start looking a bit better when you get some other colors or something in there to break it up a bit. I look forward to seeing it all come together in the final scene.
Yes... Once the veficle thing is in there it will add some more cool greys. Thanks for the input, much appreciated.
I love the feel of your scene and the models and textures fit will except the lava to the bottom left does not look like lava to me and is the stuff wrapped around the front rock supposed to be fleshy if so then you nailed it
Its blood...obviously doesnt read as such yet...back to work
one thing I can see holding your scene back from unrelenting awesome is the fleshy / blood material.
to get them looking awesome you probably need to get a bit more specular ton the flesh on the rocks and some transmission (or transparency) on the blood. Some some distinct lighting information should help things pop all over the scene.
It feels like I can see the pixels on your texture on the arch, a detail normal should help destroy that feeling.
The silhouettes are looking really cool so far and I look forward to seeing the blood letting machine in place.
one thing I can see holding your scene back from unrelenting awesome is the fleshy / blood material.
to get them looking awesome you probably need to get a bit more specular ton the flesh on the rocks and some transmission (or transparency) on the blood. Some some distinct lighting information should help things pop all over the scene.
It feels like I can see the pixels on your texture on the arch, a detail normal should help destroy that feeling.
The silhouettes are looking really cool so far and I look forward to seeing the blood letting machine in place.
awesome thanks...youre always a source for buzzwords that lead to learning
EDIT: could tweak it some still...but thanks for the idea...looks way better
I scultped and painted new meat lumps the others were cool but read really abstractly..
I through in some lights along with a mesh to show how meaty the texture is. The light mesh is temp...its just a visual for where the source is.
crit away.
EDIT:REpainted muscles on arch to make crevices pop more.
Looking really cool! If the sea is a sea of blood, you might want to make it seem a little more viscous (the wavy patterns seem too much like water), but if it's just bloody water, then I think the "shore" line looks too sharp, like it needs to be more transparent around the edges where it meets the land.
Replies
I started on the carriage/appendages.
This is the vehicle that will be part of the eventual environment. The environment will be "rendered" in UT3.
Here is a really rough photoshoop of our idea:
This is not going to be the finished one and currently doomstagg is working on a more complete version.
heres some screens of a BG asset in UE3
MORE MEAT!
I sculpted and painted them in ZBrush, I think they look dope, but I still need to touch up the diffuse and do a spec etc.
So I exported from ZB as an OBJ, and unwrapped that OBJ in Max...all good.
But when I imported the OBJ back into my tool the higher subdivisions were all bejingered and exploded in different directions. Its like the new UVW farked it all up.
So first off... is this a feasible work flow?
and if so what do I need to do to make it work?
tool as in ztool as in .ztl
and some direction as to where were going...
here's what i have so far as an attempt at the comp.
Im also stoked I did my first liquid mat and it looks pretty good... behold, the blood of the ancient race.:nerd:
The blood needs to be reflective and have a little spec. But the ripples move nicely.
The blood mat is just a start. Real blood is watery, which is not that graphically cool, I want to push for the B horror corn syrup and food die look. A little gloss and reflection should make it better.
Thanks for the crits though man... they help.
MORE CRITS PLEASE
to get them looking awesome you probably need to get a bit more specular ton the flesh on the rocks and some transmission (or transparency) on the blood. Some some distinct lighting information should help things pop all over the scene.
It feels like I can see the pixels on your texture on the arch, a detail normal should help destroy that feeling.
The silhouettes are looking really cool so far and I look forward to seeing the blood letting machine in place.
EDIT: could tweak it some still...but thanks for the idea...looks way better
some reference you may like (graphic)
I through in some lights along with a mesh to show how meaty the texture is. The light mesh is temp...its just a visual for where the source is.
crit away.
EDIT:REpainted muscles on arch to make crevices pop more.
vehicle tommorrow
Also, Lighting!! OOOOOooooo....