This is another rough idea I'm working on, an environment to 'Zbrush' and then take into the Unreal Tournament 3 Editor. A fancy trophy room where you find a gun hanging on the wall (a blunderbuss, I think) and a secret key hidden somewhere in the room...
Just some more bits and pieces for my base mesh to prepare for Zbrushing. I'm planning to concentrate on focal points such as the guns, fireplace, bear rug, trophies and bust to Zbrush.
Method
To make my life easier, I have used modular wall pieces in Max to construct the room and will repeat items wherever possible.
Lighting
Rough sketches for lighting ideas, to save me going to lots of detail where unnecessary:
Unreal
Playing with getting a static mesh with a material into Unreal. I think the scale looks about right, though obviously the chair still needs plenty of work. (Please ignore the rest, was just thrown together as a quick test!)
Im working on the rug to go in the middle of the room (no polar bears were harmed in the making!):
Method
Ive used a low poly mesh (in quads) from Max, and taken that into Zbrush to work on. Then Im using one of the higher subdivision versions to be my high poly in Max, and using one on the lower subdivisions as my low poly, as it has remained in quads. Im going to attempt the fur and finer details in texturing, as opposed to using Zbrush, to see if this will help to keep the file a manageable size.
you could use fur alpha textures in zbrush with not much z value just to get something for the lighting to catch on in the normal map? good work anyway
Here are renders of the final ZBrush models for the bear rug and trophy:
Unreal
=====
Put together floor, ceiling and meshes
Added textures
Glow material - to make the key apparent as an item to find, I've applied a glowing material to it, using a similar material within Unreal as a reference point.
Finishing
=======
Some finished screengrabs:
If I develop this further, some things that I would do would be to work on the lighting more, add more furniture and differing textures to break up the tiling and add more objects, such as a fire in the fireplace.
I haven't posted in a while, but here's a tower I'm working on as a portfolio piece and I'd really appreciate any feedback. It's heavily influenced by the film "Tangled". This is the high poly WIP and I think I'll tackle the roof tiles next (I'm planning to model tiles to bake into a texture).
Any tips or comments would be great! Thanks for looking!
Replies
terrible pun ftw
Cheers for the suggestion
Here's some more saucery - I'm not sure yet if it will hover, or be on one wheel...
cupcycle:
or hovercup:
Please feel free to leave any comments
Just some more bits and pieces for my base mesh to prepare for Zbrushing. I'm planning to concentrate on focal points such as the guns, fireplace, bear rug, trophies and bust to Zbrush.
Method
To make my life easier, I have used modular wall pieces in Max to construct the room and will repeat items wherever possible.
Lighting
Rough sketches for lighting ideas, to save me going to lots of detail where unnecessary:
Unreal
Playing with getting a static mesh with a material into Unreal. I think the scale looks about right, though obviously the chair still needs plenty of work. (Please ignore the rest, was just thrown together as a quick test!)
Im working on the rug to go in the middle of the room (no polar bears were harmed in the making!):
Method
Ive used a low poly mesh (in quads) from Max, and taken that into Zbrush to work on. Then Im using one of the higher subdivision versions to be my high poly in Max, and using one on the lower subdivisions as my low poly, as it has remained in quads. Im going to attempt the fur and finer details in texturing, as opposed to using Zbrush, to see if this will help to keep the file a manageable size.
- I've been working with some 'furbrushes' in Zbrush, this still needs more work, but I think it's starting to look like fur.
All comments are much appreciated :poly136:
ZBrush
======
Here are renders of the final ZBrush models for the bear rug and trophy:
Unreal
=====
Put together floor, ceiling and meshes
Added textures
Glow material - to make the key apparent as an item to find, I've applied a glowing material to it, using a similar material within Unreal as a reference point.
Finishing
=======
Some finished screengrabs:
If I develop this further, some things that I would do would be to work on the lighting more, add more furniture and differing textures to break up the tiling and add more objects, such as a fire in the fireplace.
I haven't posted in a while, but here's a tower I'm working on as a portfolio piece and I'd really appreciate any feedback. It's heavily influenced by the film "Tangled". This is the high poly WIP and I think I'll tackle the roof tiles next (I'm planning to model tiles to bake into a texture).
Any tips or comments would be great! Thanks for looking!