Hey guys. I finally have time to start a full blown environment project. It's going to be a dungeon based in the jungle. So eventually what we'll see after the design is shelled out is lots of green foliage coming from the ceiling through openings in the roof, along with some volumetrics.
looks like you could seperate out those main wall bricks onto their own map and model the raised edge, would allow you loads of variation, as you could then blend two maps between very mossy and clean
As shep said, nice HP's you have there. I think that some of the damage in the wall looks odd, why would one brick have a large chunk missing while the one next to it only has cracks. Maybe you could align them so it looks as if they correspond with each other.
It's only nit picking though, I am looking forward to updates.
But I have a strange feeling looking at your high poly that you privileged the higher frequency details rather than the others. So in other words it looks very crispy where there are flat surfaces + cracks, but rather smooth in holes and broken places.
As shep said, nice HP's you have there. I think that some of the damage in the wall looks odd, why would one brick have a large chunk missing while the one next to it only has cracks. Maybe you could align them so it looks as if they correspond with each other.
It's only nit picking though, I am looking forward to updates.
nah, ive seen plenty of stoone wall like this, its not damage its frost erosion, where weaknesses in the stone get water inside and then freezes expanding and cracking a peice off, doesnt nessacarily effect the brick next to it as that has different weak points. can also happen because of heat, not quite sure why though it could be to do with heat expansion
Ahh ok Shep. I googled some images of frost damage out of curiosity and see what you mean, something I can take into account next time I model up a brick wall lol.
Tis what happens to roads in the winter time. Same thing happens to any stone structure throughout the centuries. However in my case the scrutiny can be directed at the fact that my temple is in a tropical climate.... so there is only one way to explain this.
ICE PRINCESS FROZE IT!
lol... all joking aside
Shep i like your idea... however i think i can achieve the same effect without adding more tris and keeping it a BSP texture..
So much can be done with BSP materials these days when you throw masks and alphas in there you know. But god damn that's a great idea i havn't even thought of doing that :-)
I've been planning the process for a while now... i have all my high poly scenes saved so i can go back and change anything, and bake more maps if i need to. I'm really excited for how this will turn out.
Paro: After i throw a diffuse texture on these, alot of those fine details will be drowned out. I'll be running a high-frequency detail normal map generation using crazybump then blending it in with the deep normals, so hopefully that problem will be flushed out as the project continues.
I'm also planning on re-doing the floor.. It's too level, i want some areas of elevation for the player.
Thanks for all the great ideas and comments/critiques so far guys.
Phew! Who needs reasons when you've got a cool, mental looking brick wall!!!
Looking good Virtuosic. I'd say keep on with the bsp route, you can just use your planning splines for the wavy trim to start building a a new BSP base if you wanted to catch more of that ander brick section so you could have it extruding into your pillars.
I might be tempted to scale down your trims to 70-80% their size, then scale up the pillars to 120% so you get more interesting overlpa between your walls and pillars while letting your player viewing height feel closer to it due to seeing over more of the trims height.
Of course, maybe dwarfding the player is the way to go to, whatever feels cooler in the game.
Your could just cut directly into the floor slabs lowpolys you have, do variants where you cut out a few blocks and FFD some undulation, then placing a bsp grout or dirty sand or mossy jugle texture underneath would allow you to show the natural environment eating up the man made environment.
very cool! I can already tell this is going to be very interesting when finished... it already is!
Noob question... What did you use to get the brick looking so amazing. Zbrush? Mudbox? can someone point me in the right direction where i can learn some high poly modeling like this?
dont mean to change the thread topic, just curious
KJ: Thanks for the cool ideas. I've been at a little bit of a road block when it comes to the scale of the trim. I am going to toy around with the idea to actually sink the player a little farther down into the ground and have another small set of trims that i will also use between the pillars and the BSP. For the floor, i was thinking of doing something like that, but would it be easier to just use Terrain or something like that? I think it would give me more flexibility, especially to get a cool effect like dirt or sand piling up at the corners of the ground and trim. So many good ideas!
Jaball: It's really not that hard. Like Kevin said in his Gears 2 thread, it's all about utilizing the grid. What you can do is set the grid to work exactly like it does in any game engine that you want. In our case, we set it up so the grid spacing is 8, and there is a major grid line every 16 lines, this makes small pockets of 128x128, and that way you can plan all of your elements to fit inside that grid. When a piece goes off of that grid, or you plan to tile a certain element, you just offset it by the total size of your grid on whatever axis you need. But remember, planning is the most important part, and the more you plan, the easier your work becomes.
More updates coming soon, i'm stuck in ohio till thursday so i can't really do anything.
Virtuosic thanks! I get the general idea of what your saying but I think I meant my question more for beginner zbrush/mudbox tuts. Which after posting I just went and hunted down on the web...lol
Seeing all these amazing posts can be a little intimidating. Its all so good and I feel like I have to learn EVERYTHING to get my foot in the door. With that being said though it sure is inspiring to be able to see such incredible work!
Love seeing all the great work! hopefully after being locked away for a few years I can wow a few of you on here!
aaaaand UT shots... the lighting is VERY WIP. The lighting will be the last thing i do probably, but if anyone has any cool ideas make sure to speak out :-)
Looking great Virtuosic! Even though the light is very wip I like where its headed with the tree top shadows. My biggest crit would be that the lips on the corner face really get lost. You might want to try going into the normal map and increasing the intensity on the crease in the lips and the corner of the cheeks. Otherwise if u make those creases darker in the texture map it might be able to take car of that. Keep it up.
love the lighting through the canopy on the 2nd shot from the bottom. but I`d tone down that yellow light considerably on the right, makes the scene a bit inconsistent imo
Awesome job so far,the WIP lighting in UT looks Ace!, i am digging this,looking for more.So you planning this as a full level or just a piece of it for ur portfolio?
nrek: Thanks for noticing that because i honestly never would have... i have to do some post in photoshop for that one, maybe mess a bit with the levels in that area.
vik: Yea that's part of the WIP, because those orange lights need to be less saturated i think because there will be a torch flame there
vj_box: It's a portfolio peice, not a full level. but i'm making the assets for it to be modular so you actually could make it into a full level. Everything is planned, but you have to use the meshes in a specific way that matches the BSP flow and contour
Hi, How are you doing the dappled shade in Unreal 3, I was creating a jungle a couple of months ago and couldnt find a better solution than making the trees dynamic which is stupidly intensive.
Looking great Virtuosic! Even though the light is very wip I like where its headed with the tree top shadows. My biggest crit would be that the lips on the corner face really get lost. You might want to try going into the normal map and increasing the intensity on the crease in the lips and the corner of the cheeks. Otherwise if u make those creases darker in the texture map it might be able to take car of that. Keep it up.
id say that the lips wont be lost when diffuse s added esp if you add moss to vertical surfaces etc
Not likeing that floor at all, seems to be clashing with the amount of wear that you have on the wall. Thin details like that would have problems to survive weather and poeple walking on them.
My suggestion would to increase the depth of your detail work just a tiny bit and then soften some to edges a tad to make it look more anicient.
i think cubik has a point, this goes for alot of your peices so far, you have alot of tiny cracks and big chunks, there is a slight gap between them in terms of detail adding this will help in terms of form and technical image quality. but also all the small cracks and large breaks dont really strike me as very natural, like cubik said alot of wear in a damp env, would lead to exposed areas becomeing eroded and smoothed off, maybe as a 2nd pass on the sculpting a quick smooth to exposed areas would help.
Okay, i'll give the floor another pass now. I got carried away with the whole style of the thing instead of what would happen realistically. So basically what i will be doing is just smoothing out the hard edges and fine sharp detail of the letters on the stones. I'll have an update soon
I really like this is coming along. And I agree with some of the other posters as far as the fine details go. Apart from being as realistic I also think it is somewhat distracting from the overall designs as the cracks and other details fight for attention.
Looks great though, looking forward to seeing more.
So Virtuosic, Do you model everything low poly in quads before importing into sculpting program? How do you keep the shape when subdividing? Do you use the scuplt tools to pull out and mess with the low poly mesh to get the shape you want, or do you have that set before importing?
-Busyrobot - Thanks!, yes i plan on adding lots of foliage coming from the ceiling, as well as some moss and other things later down the road.
-buddikaman - Like KJ posted in his awesome UT3 and Gears thread, i work everything out on a grid system first so that i know it will fit with the level. Most of the time i have a general idea in my head when i take it into z-brush, and from there i turn off smooth subdivision (similar to tessalate in max), and subidivide it until there are enough edge loops to keep the corners sharp. From there i start working on general shapes with projection master, then i add in some detail like hieroglyphics and symbols, then overlay some cracks on top of that. After that's done i go in and smooth everything a bit to give it a weathered look, then i go in with clay tool and take out some chunks that match up with the cracks alpha so i get a realistic damage look. Then after that i go in and do another fine detail pass over all that stuff to give it a stone like texture.
The mesh is usually pushing a couple million faces at this point, so i have to cut it up into about 250-500 face sections and crunch them down so that max doesn't run out of memory when i bring them all back.
The Large face statue on the 1st page of this thread was a particularly fun piece to do because i literally had no detail in the base mesh when i brought it in. I modeled it so that it fit into my base scene that i had going in max. From there i subdivided a couple of times and smoothed it out, then started laying in really large forms until i got something that i liked. From there i retopologized the base mesh to fit the curvature of the face (i kept this entirely quads). This way i could get much more detail while keeping a relatively low polycount. When you do not use this method, your base mesh gets messy, and really high face counts, and you can't get fine detail without HD subdividing. After the final sculpt was finished, i retopologized again with my resolution set to 1. This is a great way to build your in game meshes, because it's okay to cut tris in since yo won't be subdividing this at all.
Virtuosic this dungeon and the work you are putting into it is awesome, however I have to say I liked your more gloomy natural lighting from page 1 better than this all sconces lit thing you've got going on right now. I know you are saying that the lighting is WIP but I wouldn't want you going down this path any further. Some good shadows will really help set the mood here whereas all lit is kind of killing it for me. Night sky is cool, but please put out some of those torches. Also you might want to breakup the silhouette of the foliage a bit more particularly the big wedge shapes you have now, they don't look very natural atm. Adding flowers/vines/roots/etc... like SHEPEIRO mentioned will definitely help as well.
I forgot to mention I love your zbushed highpoly work please keep posting more.
I like the layout but I'm with Ben Apunda. I liked the older lighting just because of the atmosphere it gave off. I also like the flame mouth concept you got going. I think you could figure out a way to marry the two .
Thanks for the input guys. I get to start more high-poly production soon because as of right now the stuff i have isn't enough to put together something truly awesome. I think what i'll end up doing is just making an entire UPK that can be used to assemble an entire level. This way i'll learn alot about designing to a grid, and having things be modular.
The lighting h as changed once again, i took the advice to put out a couple of torches to vary up the lighting, as well as adding a light function that flickers the light so it acts like a real torch.
Here's the finished material... it's 74 instructions right now (will go up once i get a 24 bit diffuse and spec on there) Anyways it has 3 paralax instructions: 1 to create a layer behind the skulls that is just the same texture offset. I used the alpha from the texture bake for the Lerp mask. Then another paralax on the front layer of skulls to give it some more depth.
Replies
looks like you could seperate out those main wall bricks onto their own map and model the raised edge, would allow you loads of variation, as you could then blend two maps between very mossy and clean
cant wait for progress
It's only nit picking though, I am looking forward to updates.
But I have a strange feeling looking at your high poly that you privileged the higher frequency details rather than the others. So in other words it looks very crispy where there are flat surfaces + cracks, but rather smooth in holes and broken places.
nah, ive seen plenty of stoone wall like this, its not damage its frost erosion, where weaknesses in the stone get water inside and then freezes expanding and cracking a peice off, doesnt nessacarily effect the brick next to it as that has different weak points. can also happen because of heat, not quite sure why though it could be to do with heat expansion
ICE PRINCESS FROZE IT!
lol... all joking aside
Shep i like your idea... however i think i can achieve the same effect without adding more tris and keeping it a BSP texture..
So much can be done with BSP materials these days when you throw masks and alphas in there you know. But god damn that's a great idea i havn't even thought of doing that :-)
I've been planning the process for a while now... i have all my high poly scenes saved so i can go back and change anything, and bake more maps if i need to. I'm really excited for how this will turn out.
Paro: After i throw a diffuse texture on these, alot of those fine details will be drowned out. I'll be running a high-frequency detail normal map generation using crazybump then blending it in with the deep normals, so hopefully that problem will be flushed out as the project continues.
I'm also planning on re-doing the floor.. It's too level, i want some areas of elevation for the player.
Thanks for all the great ideas and comments/critiques so far guys.
Looking good Virtuosic. I'd say keep on with the bsp route, you can just use your planning splines for the wavy trim to start building a a new BSP base if you wanted to catch more of that ander brick section so you could have it extruding into your pillars.
I might be tempted to scale down your trims to 70-80% their size, then scale up the pillars to 120% so you get more interesting overlpa between your walls and pillars while letting your player viewing height feel closer to it due to seeing over more of the trims height.
Of course, maybe dwarfding the player is the way to go to, whatever feels cooler in the game.
Your could just cut directly into the floor slabs lowpolys you have, do variants where you cut out a few blocks and FFD some undulation, then placing a bsp grout or dirty sand or mossy jugle texture underneath would allow you to show the natural environment eating up the man made environment.
Noob question... What did you use to get the brick looking so amazing. Zbrush? Mudbox? can someone point me in the right direction where i can learn some high poly modeling like this?
dont mean to change the thread topic, just curious
thanks
Jaball: It's really not that hard. Like Kevin said in his Gears 2 thread, it's all about utilizing the grid. What you can do is set the grid to work exactly like it does in any game engine that you want. In our case, we set it up so the grid spacing is 8, and there is a major grid line every 16 lines, this makes small pockets of 128x128, and that way you can plan all of your elements to fit inside that grid. When a piece goes off of that grid, or you plan to tile a certain element, you just offset it by the total size of your grid on whatever axis you need. But remember, planning is the most important part, and the more you plan, the easier your work becomes.
More updates coming soon, i'm stuck in ohio till thursday so i can't really do anything.
Seeing all these amazing posts can be a little intimidating. Its all so good and I feel like I have to learn EVERYTHING to get my foot in the door. With that being said though it sure is inspiring to be able to see such incredible work!
Love seeing all the great work! hopefully after being locked away for a few years I can wow a few of you on here!
cheers
Awesome work, Can't wait to see it finished!
-Buddikaman
Trim
Corner Face Elements
Max Grabs
aaaaand UT shots... the lighting is VERY WIP. The lighting will be the last thing i do probably, but if anyone has any cool ideas make sure to speak out :-)
Vj
vik: Yea that's part of the WIP, because those orange lights need to be less saturated i think because there will be a torch flame there
vj_box: It's a portfolio peice, not a full level. but i'm making the assets for it to be modular so you actually could make it into a full level. Everything is planned, but you have to use the meshes in a specific way that matches the BSP flow and contour
It looks great though! Nice work.
id say that the lips wont be lost when diffuse s added esp if you add moss to vertical surfaces etc
Vj
My suggestion would to increase the depth of your detail work just a tiny bit and then soften some to edges a tad to make it look more anicient.
http://www.flickr.com/photos/thumbling/143984674/sizes/l/
http://www.flickr.com/photos/arkangl/2168649300/sizes/o/
These are outside shots but shows the wear I'm talking about. Shallow details would have been worn away quickly.
I hope that I don't sound like a gun model crit nut now turning on the enviroments artists...
Looks great though, looking forward to seeing more.
One i started on the torches that will offer the secondary light source as well as give the lighting a little bit of contrast.
And this was a result of the reworked floor.
Thanks!
-Buddikaman
-buddikaman - Like KJ posted in his awesome UT3 and Gears thread, i work everything out on a grid system first so that i know it will fit with the level. Most of the time i have a general idea in my head when i take it into z-brush, and from there i turn off smooth subdivision (similar to tessalate in max), and subidivide it until there are enough edge loops to keep the corners sharp. From there i start working on general shapes with projection master, then i add in some detail like hieroglyphics and symbols, then overlay some cracks on top of that. After that's done i go in and smooth everything a bit to give it a weathered look, then i go in with clay tool and take out some chunks that match up with the cracks alpha so i get a realistic damage look. Then after that i go in and do another fine detail pass over all that stuff to give it a stone like texture.
The mesh is usually pushing a couple million faces at this point, so i have to cut it up into about 250-500 face sections and crunch them down so that max doesn't run out of memory when i bring them all back.
The Large face statue on the 1st page of this thread was a particularly fun piece to do because i literally had no detail in the base mesh when i brought it in. I modeled it so that it fit into my base scene that i had going in max. From there i subdivided a couple of times and smoothed it out, then started laying in really large forms until i got something that i liked. From there i retopologized the base mesh to fit the curvature of the face (i kept this entirely quads). This way i could get much more detail while keeping a relatively low polycount. When you do not use this method, your base mesh gets messy, and really high face counts, and you can't get fine detail without HD subdividing. After the final sculpt was finished, i retopologized again with my resolution set to 1. This is a great way to build your in game meshes, because it's okay to cut tris in since yo won't be subdividing this at all.
The new floor is looking good, I can imagine lots of little weeds poking out of those cracks when you get further along.
need to do some stairs and an epic doorway and i'll be set to start making the rest of the environment :-)
looking sweet
I forgot to mention I love your zbushed highpoly work please keep posting more.
Looks great though.
The lighting h as changed once again, i took the advice to put out a couple of torches to vary up the lighting, as well as adding a light function that flickers the light so it acts like a real torch.
I'll have some more screen shots soon.
Vj
On a cube ... As requested :-) (Tiled twice)