Today I got 'er in Unreal and got the blends setup and working.
Still lots to do:
More overgrowth
Creeping upward and over marble trim, hiding some of its noticeable tiling
Center piece
Possibly a bonzai tree
Create highpoly detail mesh of the mound the platform rests on and see if the details are noticeable
Render on second UV channel in Unreal
Background mountains
Tile textures on UV channel 1 + highres details on UV channel 2
Lighting
Atmosphere
Post
Here's a shot from unreal viewport with 2 simple lights and no shadows. My lunch is over
Thats cool adam , just finding the scale and materials a bit hard to read from that pic. The leaves seem really big and i think the stone materials don't really tie together, they could probably use some work.
The overall style has differed from the concept; I'm going for something a bit more cartoony or 'paintery' than whats presented in the concept. Large leaves, fat planks and painted textures, etc. There's nothing else in the scene at the moment to suggest scale now that the player box is removed but there's planned artwork for that which will come down the pipe a little later.
As for the stone, it's actually meant to be marble that's slowly being overgrown (mossy, dirty, losing its gloss, etc). I'm working on the look of the marble periodically and right now its pretty blown out as I increased the contrast in the specular quite a bit to assess the effect it has then switched over to adding more vines. I'll go back to the marble later on.
Here, though, is a quickie screengrab of my UE3 viewport. You worked in Unreal and had a lot of foliage in your UC entry so I am hoping you know the solution to my problem (stated after the picture):
Besides some smaller issues, like the marble to dirt blend not lining up properly ad creating a seem down the entire base, directly under the face I'm having an issue with lighting.
Right now when I do a quick build of the lighting (no lightmaps at the moment) I'm getting the dark shadows casted (top image). I reckon its because its using the geometry of the vine artwork rather than ray-tracing the opacity (does Unreal even do that????). Is there anyway around this?
Bottom picture shows the scene without lighting built, for comparison.
EDIT: Oh ya, for the center of this platform I was thinking of going one of two ways: Either a bonzai tree with its leaves blowing off in the wind, something to suggest a state of solace or the exact opposite and make it a place of human or animal sacrifice, with blood and chunky-meaty bits splattered about.
With the bonzai tree, I'll get more exercise in Mudbox and in-depth atmosphere creation in Unreal. However, I think the blood route would have some interesting contrast to the rest of the colours of the platform.
The background will be Macchu Pichu style mountains and I'm hoping to do a sky with lots of oranges, pinks and tans..
EDIT: Oh ya, for the center of this platform I was thinking of going one of two ways: Either a bonzai tree with its leaves blowing off in the wind, something to suggest a state of solace or the exact opposite and make it a place of human or animal sacrifice, with blood and chunky-meaty bits splattered about.
tree with gibs hanging from it maybe? you could have the leaves at the bottom near the bloody chunks dyed red from the blood
Adam, I like the tree idea personally, something that looks like it was nice at one point but has been forgotten about since. Nice work so far. What are you doing for the vines? (looks like alpha planes with vine/a couple leaves?)
Gave shaderFX a go yesterday, having alot of fun though don't really have any clue what I'm doing yet
I made this shader with a few goals in mind: Shadows, Rim lighting, glowing pieces that ignore any self shadowing, and be able to give the rim light a soft glow. The rim can be changed to any color and the falloff brought down to create outlines for a semi cell shaded appearance.
Unfortunatly self shadowing doesn't seem to work in all export formats, and neither does glow, and none seem to support both, so I'm a little stumped on that...I've also found that for some reason anything I make in shaderFX degrades the applied textures quality, something I'm going to look into today.
Anyhow, here's a pic of the nodes and how they look applied to some models I made for Stratogon Entertainment early last year (also on my site which I just threw up on the first):
Decided to come back on my old DWIII model and swith her to a postapoc/cyber chick. Still very rough/layout-ish. But hey, didn't make any female character for ages.
Renaud looks great so far...although i thought her legs were on backwards as the creasing in her leg armour look a bit like bum curves...( unless thats meant to be the top of some tights or something )
There's a lot of very talented folk in this thread and a nice quite variety of styles, most of which I cant even begin to fully understand the process of creation. I recently started to learn Zbrush, so still early days, but its a fun learning curve. Here's what I've been working on.
Fairly quick sculpt for the GA mini-comp. Grossly under-detailed and rushed, I've been learning C++ on the weekends recently so that's my excuse for now.
Really nice work everyone...really diggin' these chicks :-)
Here's a hi-poly version of what I posted earlier...sucks I had to add this to my "unfinished" work. Might go back and add some textures for the hell of it.
OKNO, The black trousers with the blue hoody if you want to mix and match
I'm looking for ways to improve, due to the nature of the project everything has to be diffuse only. Still WIP. Keeping in mind it has to be diffuse only, ANY crit would be welcome.
(The obvious tiling on the building to the right has been fixed)
Most of it is derived from photos, do you mean a particular texture of just generally? What do you mean by adding direct lighting to the textures? Do you mean adding lightings in the scene? I'm only 14 and am very open to learning what I can. Thanks.
Replies
Trying to do a basemesh for a sculpt for a character model. Never done any of those things before. Any suggestions?
Ruz - mmmm, moar!
- Turning my previous picture into a modelsheet so its er, more portfolio worthy?
Ruz, I love the hard edges, give him a whole lot of character
Thats cool adam , just finding the scale and materials a bit hard to read from that pic. The leaves seem really big and i think the stone materials don't really tie together, they could probably use some work.
The overall style has differed from the concept; I'm going for something a bit more cartoony or 'paintery' than whats presented in the concept. Large leaves, fat planks and painted textures, etc. There's nothing else in the scene at the moment to suggest scale now that the player box is removed but there's planned artwork for that which will come down the pipe a little later.
As for the stone, it's actually meant to be marble that's slowly being overgrown (mossy, dirty, losing its gloss, etc). I'm working on the look of the marble periodically and right now its pretty blown out as I increased the contrast in the specular quite a bit to assess the effect it has then switched over to adding more vines. I'll go back to the marble later on.
Here, though, is a quickie screengrab of my UE3 viewport. You worked in Unreal and had a lot of foliage in your UC entry so I am hoping you know the solution to my problem (stated after the picture):
Besides some smaller issues, like the marble to dirt blend not lining up properly ad creating a seem down the entire base, directly under the face I'm having an issue with lighting.
Right now when I do a quick build of the lighting (no lightmaps at the moment) I'm getting the dark shadows casted (top image). I reckon its because its using the geometry of the vine artwork rather than ray-tracing the opacity (does Unreal even do that????). Is there anyway around this?
Bottom picture shows the scene without lighting built, for comparison.
EDIT: Oh ya, for the center of this platform I was thinking of going one of two ways: Either a bonzai tree with its leaves blowing off in the wind, something to suggest a state of solace or the exact opposite and make it a place of human or animal sacrifice, with blood and chunky-meaty bits splattered about.
With the bonzai tree, I'll get more exercise in Mudbox and in-depth atmosphere creation in Unreal. However, I think the blood route would have some interesting contrast to the rest of the colours of the platform.
The background will be Macchu Pichu style mountains and I'm hoping to do a sky with lots of oranges, pinks and tans..
Rota
tree with gibs hanging from it maybe? you could have the leaves at the bottom near the bloody chunks dyed red from the blood
Lee3dee - looks cool in a gross way
Super and Rota626, your heads are really coming along good
TH98 - thats coming along ok, it's mainly quads.
I suggest getting it in to zbrush or whatever and do a test sculpt, to see if you are happy with it.
If any of the tris are causing problems then get rid of them.
Adam, I like the tree idea personally, something that looks like it was nice at one point but has been forgotten about since. Nice work so far. What are you doing for the vines? (looks like alpha planes with vine/a couple leaves?)
I made this shader with a few goals in mind: Shadows, Rim lighting, glowing pieces that ignore any self shadowing, and be able to give the rim light a soft glow. The rim can be changed to any color and the falloff brought down to create outlines for a semi cell shaded appearance.
Unfortunatly self shadowing doesn't seem to work in all export formats, and neither does glow, and none seem to support both, so I'm a little stumped on that...I've also found that for some reason anything I make in shaderFX degrades the applied textures quality, something I'm going to look into today.
Anyhow, here's a pic of the nodes and how they look applied to some models I made for Stratogon Entertainment early last year (also on my site which I just threw up on the first):
Heres a copy of the .fx if anyone wants it.
Heres what Im working on atm, and a sculpture I made today.
Here's what I've been working on.
Mop: Stop being modest that's awesome.
hahaha that's so awesome, the side view reminds me of Jasper Carrot.
Really cool mop
Here's a hi-poly version of what I posted earlier...sucks I had to add this to my "unfinished" work. Might go back and add some textures for the hell of it.
Jackwhat: wow! very cool! it looks extremely inviting (screaming "model me! model me!") .
now that you mention it!
damn all this art makes me wanna ... wanna ...
hrhr
nice work
Yep - sure is some awesomeness right there MOP.
Third sculpt Ive ever made
I'm looking for ways to improve, due to the nature of the project everything has to be diffuse only. Still WIP. Keeping in mind it has to be diffuse only, ANY crit would be welcome.
(The obvious tiling on the building to the right has been fixed)