Current update:
New modeling series: WoW fan art
Concept 1
Finally done! Of course, now I don't like it anymore, so I'll have to fix it... Hopefully it won't take me another 2 years...
Software: 3DS Max, Zbrush, xNormals, Photoshop
Rendered in Marmoset Toolbag 2
C&C always welcomed! a.k.a I really want to learn, so if you see something wrong and have a minute to write a comment, PLEASE DO tell me!
Replies
...Amazing work bro, amazing work. Few tweeks here and there and this piece of yours will be perfect.
Welcome to the Polycount by the way.
Stay tuned for more ^_^
Finally my small pirate ship made it into UDK and I started playing around with the lights. I'm sure there are plenty of great tutorials about baking shadows in Unreal out there, but if anybody feels kind enough to save me some searching time, it would be greatly appreciated. Obviously any comments, critiques and guidance are always welcome!
Here I go..
Supplies corner - always need plenty of rum when at sea
The "average pirate desk" - I'm sure it's got to be pretty easy to make the lights work properly, it's just an adventure until I find out how to do it...
The big picture - the following screenshots are a little older (2 days older...) but I figured since this thread is about the progress of my little project, I'd also show you the general layout. This will be the general look of it (I think), but it still needs plenty of other details.
The stairs - yes, I think this is my new favorite area, it used to be the table, but due to the shadow casting mess, I've demoted that :P
Standing in the corner - currently toying with the idea of adding a small sleeping area, so this corner might not be a corner afterall...
Would love to get any feedback on this. Spill it all out, I promise I can take it :poly122:
@ Ged: Thank you! I lowered the height of the table and added some terrain outside, but it's not really visible unless you actually look through the window. Maybe I should have added an actual skydome.
@Suidae: That is a very good point! Can't believe I haven't even consider it so far... I'll add the knees before my next update. Thank you!
These were supposed to be my final screenshots for this project, but I have a feeling that's not even close to being true... How did that saying go?... "to finish 90% of the project it takes you 90% of the time and for the rest it takes another 90% of the time..."
Also, my website is up and has a few more screenshots if anybody feels like taking a look. Please don't be too judgmental about the site - it's still in... (not even beta!) alpha phase... Oh gosh, I'm such a n00b! Efforting... efforting... :poly142:
www.andradogaru.com
My goal is NOT to redo the original model, but to try and follow the concept as well as possible and texture it in 2 different styles: one dark and gloomy and the second one colorful and joyous (maybe try to mimic Mr. Afremov's style)
I know I still have to do:
- the cow cranium on the barrel
- put together the journal on the bed
- put a rooftop (I'm thinking of going with some sort of leaves instead of the sticks)
- add nails to the wall drawings and the fur
- adjust the roof beams' ropes
Looking forward to some C&C! Do your worst
Model, render, screenshot: Softimage
Model, render, screenshot: Softimage
Textures: PS CS4
Stock used:
Leather covers for the journals
Parchment papers
C&C always welcomed.
Working on the treasure chests.
Model, render, screenshot: Softimage
Textures: PS CS4
C&C always welcomed.
sybrix: Thank you! Basically everywhere there is a lamp, I have a shadow casting point light (and there is a glow map for the glass); I have a spotlight at the top of the stairs with rendered light shafts; spot lights at the "dark side" windows and a ton of bounce lights everywhere I needed to get rid of too dark shadows. It was a trial and error process, so I doubt it's "the perfect way" to do it, but it did the job. Glad you liked it! I'll upload some screenshots to give you a better idea.
Back to my current little fan project, I finished the high polys yesterday (the only one left is the skull, but I'm saving that one for later), so today I got to play a bit with painting the diffuse textures.
Everything is sketchy, but it should give some idea of where I'm heading with it.
As always, feedback & critiques are welcome and much appreciated!
sybrix: As promissed, here is the lights setup. As I said, I'm pretty sure there is a more efficient way to do it, but this is what I used. Hope it helps!
I still need to set up the 2 different lighting moods, but that will have to wait a little bit, since I'm taking a break to attend SIGGRAPH
Comments and critiques would be much appreciated!
Thank you!
The unprocessed, straight from XSI version:
It felt too warm, so I did some post-processing in Photoshop and ended up with this:
The daylight version is done
And I think this is it for this little fan art project
Started working on the environment art test for ArenaNet.
Currently at 2340 tri.
Working on the diffuse textures for now. Still have to do the inside of the roof and grass+plants.
Still just the diffuse maps and alphas for the plants.
Next on the to do list are normal and spec.
I know the internship for environments was canceled/ found its winner early, but I'm trying to educate myself not to leave stuff unfinished anymore. Especially since there isn't much else going on anyway.
Any critiques/ suggestions are more than welcome. I'd really like to know your thoughts.
I had a few more ideas, but I need a new project. Maybe some other time.
My goals would be:
- practice 3ds Max
- practice Zbrush
- practice painting stylized textures in PS
- get a better understanding of the WoW style
- (hopefully) get faster with this workflow
- post/communicate more often
So here are my rough beginnings:
1. Blocking in the low poly
C&C always welcome.
Thing is I think the wood looks OK, the stone pillar is meh, but works, however the stone totally drove me mad. It just doesn't look quite right. If anybody could tell me what I'm doing wrong, I'd be in your debt forever.
Also made videos of the sculpting process for all of them:
Wood
Pillar
Stone
C&C always welcome.
Small update - roof shingles
So I spent a lot of time lately savoring the latest Vertex (yeah, like everybody else here, I was already up-to-date with most projects showcased, but it's still a great read). Managed to finally tore myself away from it to get a little bit of work done, so here's the update:
Finished sculpting the remaining pieces and plan out the the UVs.
Marmoset render of just the normal maps. For the windows, doors and smaller ornaments I will go straight into painting the diffuse.
I was pretty pleased with how the roof texture turned out.
Next on the to do list:
- fix badly baked NM
- play around with the uvs for the repetitive assets
- add a decals map for some variation - wall cracks, protruding bricks, missing shingles
- start working on the diffuse maps
At first I was planning on making one big texture for the entire building, but that meant adding extra geo to the roof in example to avoid nasty seams and stretching. Besides, I can easily reuse the tiling textures for other similar assets. On the other hand, logic tells me that in this case the game engine will have to load a greater number of textures for just one specific building.
So I have to ask: which is preferred/more efficient - one big texture per building or multiple smaller ones that get reused?
C&C always welcome! a.k.a I really want to learn, so if you see something wrong and have a minute to write a comment, PLEASE DO tell me!