hail to all the polycouters,
I thought the best way to get started and say thanks to all, is to start posting my doodles here and get your great C&C's for my self. during past years I was learning just by reading others and learn from them. so I'll make a the story short. here is my last ZB doodle:
So here I like to share with you all the nice guys of polycount land,
my new Snow full!! environment. this part of the game take place at
the mountain picks, the game is 3rd person action (mainly a hack and
slash one) that will be released in the near/far future!!
So I think the pipeline has been talked over here and there a lot, any
way if any one is interested I can through the links over here too!
the results are due to huge advices and comments from my nice team mates over our small budget
project company, I should be glad to have yours too! C&Cs are welcome.
The 3Ds Max screen shots are taken with a directX shader for splatting.
I have shown the blending texture too, it is meant to blend the two texture sets (rock and snow) where ever the are black Vertex color.
I think the technique is common in this kind of environments.
I have sculpted just one rock peace and the placed it on the canvas over and over with different orientation.
Next time I will poly-paint it and do the steps again so I will get a nice texture too (here I have used some textures and different material paths mixed up in PS),
I will post the too as soon as I made some test scenes with them.
A couple of month ego I saw one of amazing concepts from "Greg Broadmore" for a Venusian environment he did for a Workshop :
This world is around his astonishing universe of Dr. Grordbort, totally blown up by that I decided to make this one in UE4 so that i can wonder about inside it in VR, worked on it on spare times, I am exited to share it as I continue with making the remaining props, tweaking textures, post stuff and vfx for the whole env. fast block out in Maya :
export them to UE4 in a very early stage so that I can block out the environment in UE4 and walk around it to have a scene of scale, early on before any serious modeling! these are just crappy meshes for starting the fire in UE4:
and UE4 shots, no texture, just grey albedo.
then I jumped to Substance Designer to create materials for ground patches:
then take my rock block outs, brought them to ZB, learned heaps Zmodeler! and tried to push the models toward the concept:
then sculpted the highres fairly easy as I had a solid volume that reads the silhouette (will take screens!) , exported , created base textures with xNormal, exported Normal map along a multilayered Edge,Cavity, AO and Roughness map ( with nDo ), brought in UE4, created my master rock materials and then created Instance mats from'em but they need more parameters to be tweaked! can swap lots of secondary/detail normal-maps to get different styles as well!
more Substance to created some sort of blend textures:
and then I went to make those weird plants: which went through same thing, ZB modeling for highres, decimation, maps, these are test screens in Marmoset toolbag, while I create base maps via xNormals and nDo:
updating some placeholders in UE4, ( feels so good these moments lol ) as you can see there are quite a lot of more stuff I need :
and some late night smash-bashes :
atm arround 40 %of the final, all the trees above are just those place holders and I applied the ground mat to them, turned out to give a hint where I will end up with them. gonna be fun when it all comes together will come back for more stuff soon, next will be some smaller props or tree trunks
I had some small spaceships, wanted to create normal for them, I tested them in Unreal with Unreal's shooter blueprint, I ended up with these screen shots:
PUNCHOTRON: So here is my latest Hard surface model, try to beep of my MAYA and Ddo skills and learn new Marmoset3 baking pippeline , Mamoset viewer model at my artstation: https://www.artstation.com/artwork/RQ96r
Replies
btw Syros is my home town
\m/
my new Snow full!! environment. this part of the game take place at
the mountain picks, the game is 3rd person action (mainly a hack and
slash one) that will be released in the near/far future!!
So I think the pipeline has been talked over here and there a lot, any
way if any one is interested I can through the links over here too!
the results are due to huge advices and comments from my nice team mates over our small budget
project company, I should be glad to have yours too! C&Cs are welcome.
The 3Ds Max screen shots are taken with a directX shader for splatting.
I have shown the blending texture too, it is meant to blend the two texture sets (rock and snow) where ever the are black Vertex color.
I think the technique is common in this kind of environments.
I have sculpted just one rock peace and the placed it on the canvas over and over with different orientation.
Next time I will poly-paint it and do the steps again so I will get a nice texture too (here I have used some textures and different material paths mixed up in PS),
I will post the too as soon as I made some test scenes with them.
http://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#make
one more:, simple substance height map brought inside UE4 as terrain
This world is around his astonishing universe of Dr. Grordbort, totally blown up by that I decided to make this one in UE4 so that i can wonder about inside it in VR, worked on it on spare times, I am exited to share it as I continue with making the remaining props, tweaking textures, post stuff and vfx for the whole env.
fast block out in Maya :
export them to UE4 in a very early stage so that I can block out the environment in UE4 and walk around it to have a scene of scale, early on before any serious modeling! these are just crappy meshes for starting the fire in UE4:
and UE4 shots, no texture, just grey albedo.
then I jumped to Substance Designer to create materials for ground patches:
then take my rock block outs, brought them to ZB, learned heaps Zmodeler! and tried to push the models toward the concept:
then sculpted the highres fairly easy as I had a solid volume that reads the silhouette (will take screens!) , exported , created base textures with xNormal, exported Normal map along a multilayered Edge,Cavity, AO and Roughness map ( with nDo ), brought in UE4, created my master rock materials and then created Instance mats from'em but they need more parameters to be tweaked! can swap lots of secondary/detail normal-maps to get different styles as well!
more Substance to created some sort of blend textures:
and then I went to make those weird plants:
which went through same thing, ZB modeling for highres, decimation, maps, these are test screens in Marmoset toolbag, while I create base maps via xNormals and nDo:
updating some placeholders in UE4, ( feels so good these moments lol ) as you can see there are quite a lot of more stuff I need :
and some late night smash-bashes :
atm arround 40 %of the final, all the trees above are just those place holders and I applied the ground mat to them, turned out to give a hint where I will end up with them. gonna be fun when it all comes together
will come back for more stuff soon, next will be some smaller props or tree trunks
https://www.youtube.com/watch?v=f-HkgL06ycY
So here is my latest Hard surface model, try to beep of my MAYA and Ddo skills and learn new Marmoset3 baking pippeline ,
Mamoset viewer model at my artstation:
https://www.artstation.com/artwork/RQ96r