This is an environment project me and two of my co-workers are starting since we're kinda burned out by the routine over here. We wanted to create a simple but good looking environment for practice and, of course, crank our portfolios up a notch, so we searched around for concepts and settled for this from Warhammer Online, copyright of Mythic Entertainment of course.
Quick block out.
First details.
Replies
A lot of fun untill now
Yep, just the hallway, including that biog skull lamp thing on the end. The three of us never really did any environments so we figured we should start small to see if it works out.
Also, started working on the pillar. Polypaint is totally not final, I'll probably just use it as reference for texturing later on. Crits more than welcome since I wanna nail this right.
not sure if you're going for a straight copy of the concept, but if so then some of the proportions and shapes in the block out are off compared to the concept.
just the things that were the most obvious to me at the moment.
looking forward to the progress of this
@haiddasalami: I browsed some cracked wall textures over at CG Textures and made some custom alphas. I had to tweak them a little after stamping them over the model though. Smoothed the inside of some, carved in some parts around others, etc. I'm not entirely happy with it though, I kinda feel it's overdone in some areas while the rest of it is pretty much intact. I'll try adding some overall noise to the model, see how that goes.
Here's the link to the alphas I've used, if it's of any interest to anyone:
http://www.4shared.com/file/f0DxLXrv/Cracks.html
Yeah man, exactly, that's pretty much the reason we went with it. At first glance it looked a bit too complex but you quickly realize it's just the same wall section repeated over an over, so we went with it.
Our roadmap for now is to model all modules, bake normals and ao, then put in UDK for assemble and to detect possible problems with seams and stuff.
I've increased the side plataform a bit, so the skull ornament aspect can look like in concept.
Another update...
Just playing with colors:
cya!
Hmm not run into that one before, if you still get the issues, you could leave all the noise detail to a crazybump normal with the blue channel turned off, and overlay it ontop of your original bake normals.
Finished the base for the pillar just now. It's like 99% finished, I just need to carve in a few glyphs on the base
Why do you need to leave the blue channel turned off??
hope to see more soon !
you turn off the blue channel so the two normal maps dont overlay blue (depth) onto each other. if you overlay the normal with the blue, then your original normal map will get too intense.
Actually I think it's the opposite, when you overlay normals you completely kill the blue channel, it turns to pure white, so you loose pretty much all depth information. Paul Tosca made a great tutorial years ago where he explains this and teaches a workaround, on pages 13 and 14:
http://www.cgarena.com/freestuff/tutorials/maya/varga/index13.html
http://www.cgarena.com/freestuff/tutorials/maya/varga/index14.html
Here's an example to show what I mean:
source files: http://crazybump.com/images/composite/
did you modify the curve in the noise layout?
This causes the output to add displacement in more places than it should.
like adding everywhere, but leaving out the pits you are trying to get.
if you mess with the curves, you can reduce this inflation, and get a reasonable result,
possibly reversing the curve and your strength from negative to positive, (or vice versa)
@shrew81: Man, I messed around with everything I could and nothing eliminated the displacement in the end. I changed things around so much that in the end I had no idea what was going on and what values controlled what. But as you said, playing around with the curves minimized the damage, although I would say balancing scale and strenght were the key factors as they seem to be the attributes that have the most influence on the distortion.
Hah, yeah that would be much apreciated! I was told it looks kinda different from the concept but I'm sure it could still be used anyway, there's no such thing as too much reference and you can't go wrong grabbing from the game itself. Thanks a lot!
also not to sound ubvernerdy (he says wearing his GW staff top to keep warm) the part of the Warhammer world with the egyptian theme is called khemeri not that i think you care :P really awesome work.
@Justin_Meisse: It will DEFINITELY help a LOT, thanks! The hieroglyphs I did on the column were pretty much guesswork based on what I could see in the concept, but they are just placeholders so I didn't really worry about it, but this is the best possible reference for our final textures. Also, it's an honor to have you commenting on this since you worked on the real thing, we really appreciate it.
We've decided to pull it back from the grave and rush to finish the assets.
Soon as I finish baking maps for the floor , I'll start to build the bsp in udk.
Please CC at your will;
3dsmax viewport with normals and ao;
Middle floor section (zbrush);
More soon!
Adding some wear and tear to the pedestal.
Im the third member of the group and also the laziest ''/
Nevertheless, I´ve been pushing myself to work on this as much as I can lately, and here it is some updates.
I'm aware of some issues and I'm working to correct it asap.
Feel free to criticize, comment, etc.