hi guys,I came back again,This time the works from the original diablo III.For me it is a very big project,Distant buildings、skull And the rock group . And the most important and the sky and the light.First, I want to say is I like it very much,It can bring me make passion.
Yeah, that's a great concept to work off of. Very cool scene! Are you planning to set it up in a game engine or just as a MAX/Maya/etc render?
I think your rocks are a too noisy right now. The shapes are all about the same scale, which makes it hard to read. You should put in some larger shapes and surfaces to break things up more, as right now some of the pieces are looking kind of like closeups on rough concrete or coquina instead of giant scraggy mountains.
nice you started with your Diablo environment, looks like a nice start I love those bones and skull. Im sure it will be great but like ZackF sayd. You are missing some big shapes on your rocks, some variation. looking forward to more progress :thumbup:
nice you started with your Diablo environment, looks like a nice start I love those bones and skull. Im sure it will be great but like ZackF sayd. You are missing some big shapes on your rocks, some variation. looking forward to more progress :thumbup:
Hey man.Welcome to my work,As you said,About rock model,I'm thinking of doing more.I want to take the existing model After the integration,In consideration of the next.
maybe some blend or transition maps with transparency to better connect teh rocks with the grounds.
I cant find the propper screenshot
but with the id rage editor they pretty much spent alot time blending elements together - like sand and road, but also cliffs and rocks with the ground.
So I think that blending elements together in real time environments is very important because many times one will see hard edges from intersections and its often obvious that the objects are separate where as in nature things are often more connected especially in a desert where sand often fills the pores and gabs.
This is the scene with Lowpoly preview,Of course I will also add some elements in succession,Btw Thank you very much renderhjs suggestion,I won't ignore mountain and ground.
You seem to have an obsession with Blizzard! Nothing wrong with that really. You are obviously a fast worker and also skilled. As you can see by my avatar, I'm another fan-boy!
The main concern I have with this as an 'environment' is that it's a little anti-climactic. What I mean by this is, the meaty details are all so far away.
In any case, you've made great progress and I'm excited to see the results.
You seem to have an obsession with Blizzard! Nothing wrong with that really. You are obviously a fast worker and also skilled. As you can see by my avatar, I'm another fan-boy!
The main concern I have with this as an 'environment' is that it's a little anti-climactic. What I mean by this is, the meaty details are all so far away.
In any case, you've made great progress and I'm excited to see the results.
Thanks for your reply, This scene,I don't think it's small,Although it is far from the lens,But I still want to depict distant detail of architecture.Below are building lowpoly screenshots.
duuuuuude, you make me feel bad about my diablo level lol, though id love to know what you think of mine if you dont mind http://torontoanimator.blogspot.com/ its my first piece on my site, cheers!
Damnnn, I've wanted to create rock just like that before, what's your process? do you make the lowpoly in zbrush over the high poly? or do you load into 3ds max? and what do you use for baking? max i'm guessing?
man this is sick sick sick. duuuudeee. that skull. I'm in awe, it looks so great,
I must know, how do you make your rocks like that? I have tried so many methods to try making cliffs like that for maps I make, but I always had to rely on photo sourced textures to get that kind of feel to it.
damn so love the colours and shape to those rock formations, seriously great
the other assests are looking rather nice too, shall be nice to see the whole scene together
Good to see progress. The rocks are looking a little bit like crumpled newspaper at the moment. From the concept, I can see you are going for a very organic, craggy rock look. But, to me, rock cracks generally have a more simple flow than what you have here. I would highly recommend having some details cutting across the entire structure, instead of swirling around inside it.
Also, I'm sure you're planning on adding nice color variations in there. You are an impressive artist, and this is a huge task you have decided to undertake.
cycloverid: thank you for your advice, I want to modify the rocks after the integration of scene. Because the number of model and texture is too much, it's a huge task for me. I need enough time to improve these shortcomings.
Just a personal opinion here, think of it as you will.
I can't tell if it's the texture or typical nasty jpeg compression but I can't say I'm a fan of the noisy look to the texture of the rock formations when looking back at the high-poly sculpts. I think a clean texture whilst maintaining sharpness through edgework/specular would be much more attractive to the eye.. Or my eyes anyway
More colour variation in the skull also wouldn't go amiss, ofcourse I'm aware it's WIP so maybe you've rectified that already :]
Keep working at it sir.
Ged: Thanks man! Only this one Angle.
PixelGoat: I also have a passion,For the next step
Snefer: I did not increase the number of rock,Reuse resources.
torontoanimator: Thanks for your reply,Yeah, I think so too!!
If i had to nit pick something, i think the buildings could have a bit less glow, its kind of blurring out the details and obscuring the structural form (in some places)
Awesome, no doubt, but I think you are destroying your sense of scale for the far away buildings with those bright dots. I immediately thought those where windows, but they would be really big. That makes those buidlings seem far more little than they are supposed to seem. I would throw them out!
Replies
Will you use the CE2 again for an ingame view?
btw, i'm assuming this is zbrushed? if so, what brushes do you tend to use most often and how much do you rely on alpha maps?
I was CE2 primary,some very simple effect,I mainly rely on texture to gain more effect,Actually, engine not helped me.
So far, I use only part of brush,Such as standard 、layer 、skash 、flatten. alpha maps I don't often use,Occasionally.
Thanks man!
I think your rocks are a too noisy right now. The shapes are all about the same scale, which makes it hard to read. You should put in some larger shapes and surfaces to break things up more, as right now some of the pieces are looking kind of like closeups on rough concrete or coquina instead of giant scraggy mountains.
Cant wait to see more!
Hey man.Welcome to my work,As you said,About rock model,I'm thinking of doing more.I want to take the existing model After the integration,In consideration of the next.
And Wireframe
maybe some blend or transition maps with transparency to better connect teh rocks with the grounds.
I cant find the propper screenshot
but with the id rage editor they pretty much spent alot time blending elements together - like sand and road, but also cliffs and rocks with the ground.
So I think that blending elements together in real time environments is very important because many times one will see hard edges from intersections and its often obvious that the objects are separate where as in nature things are often more connected especially in a desert where sand often fills the pores and gabs.
edit:
found the screens:
and after blending:
You seem to have an obsession with Blizzard! Nothing wrong with that really. You are obviously a fast worker and also skilled. As you can see by my avatar, I'm another fan-boy!
The main concern I have with this as an 'environment' is that it's a little anti-climactic. What I mean by this is, the meaty details are all so far away.
In any case, you've made great progress and I'm excited to see the results.
Thanks for your reply, This scene,I don't think it's small,Although it is far from the lens,But I still want to depict distant detail of architecture.Below are building lowpoly screenshots.
Normal+AO
great work man !
B
man this is sick sick sick. duuuudeee. that skull. I'm in awe, it looks so great,
the other assests are looking rather nice too, shall be nice to see the whole scene together
Works update:
Good to see progress. The rocks are looking a little bit like crumpled newspaper at the moment. From the concept, I can see you are going for a very organic, craggy rock look. But, to me, rock cracks generally have a more simple flow than what you have here. I would highly recommend having some details cutting across the entire structure, instead of swirling around inside it.
Also, I'm sure you're planning on adding nice color variations in there. You are an impressive artist, and this is a huge task you have decided to undertake.
Good luck!
I like Diablo III image a lot, but looks like unfinished (especially right side).
I hope your will be better.
I have a question: which animal is that skull?
I can't tell if it's the texture or typical nasty jpeg compression but I can't say I'm a fan of the noisy look to the texture of the rock formations when looking back at the high-poly sculpts. I think a clean texture whilst maintaining sharpness through edgework/specular would be much more attractive to the eye.. Or my eyes anyway
More colour variation in the skull also wouldn't go amiss, ofcourse I'm aware it's WIP so maybe you've rectified that already :]
Keep working at it sir.
PixelGoat: I also have a passion,For the next step
Snefer: I did not increase the number of rock,Reuse resources.
torontoanimator: Thanks for your reply,Yeah, I think so too!!
The sun and its flares are huge when compared to your reference.
update:
Gif:
If i had to nit pick something, i think the buildings could have a bit less glow, its kind of blurring out the details and obscuring the structural form (in some places)
I would love to see how you went about creating those building sets in the background, they read really well!
The inspiration from CG