Figured I'll update this with some other stuff I have been doing.
In substance designer, one graph for making like a rough brick normal from height and other one for making a stylized/handpainted looking diffuse texture from a normal. And been messing around with houdini, did this today for making pistons with hanging cables, inside maya using the houdini engine plugin. Also this for making modular sci-fi walls.
Hi @Stromberg90 , I've read the entirety of this thread, you've got some really good work and it's been helpful to see the progress you've made! Would you say it's been helpful to you posting your updates in one thread like this? I'm thinking of doing one myself.
Do you tend to model your high res meshes opposed to sculpting them?
So been blockout out this scene, based on one of my favorite games, using Unreal 4. Doing a more detailed blockout than I have before, think it might help with lighting and also keeping a consistent look.
that retextured vehicle looks cool!, only problem is that it doesn't pop off that background colour, a green or blueish tone to the background or a darker background would have made it pop more.
You have improved so much, it is really inspiring to be going through this thread and see all you're stuff. Which game is the hallway from? As I do not recognize it. Also the tiling on the floor, you can easily see the pattern of dirt repeating over it. Maybe make a clean texture to blend between so the repetition is not so obvious.
@Nuclear Angel Thank you, I also like having it in a thread so I can go back and look on how I have progressed The hallway is from Max Payne(2), I can lower the dirt overlay so it's not so visible, however all my models textures are placeholders at the moment
Well if it is placeholders there should be no worries ^^. I really like the lighting it is great so far, be careful with the bloom from the light though, it is already quite "bloomy" or however I am to word it. Are you aiming to finish the gunship before the environment or are you going environment before gunship?
@Nuclear Angel I am trying to nail the lighting and placement of assets before I get into making the final versions. I agree, particularly the top light has to strong bloom, so I'm going to turn it down overall As to which I am going to finish first, I have no idea really, I work a bit on and off on different projects, the dropship lowpoly is progressing good though.
@Ged Changed the background to a darker color. Blocked out a bit more, lowered the light intensity, although some other lights got a stronger bloom. Changed the radiator design, the one in the game is quite fat and blocky, don't know what I will go with in the end, also layout changed a bit.
I'd like to see it with varied lighting setup, a shadow plane and near vertical main light, just to see some of the forms more...and so I can place this as desktop background...
Moved the scene to cryengine, good way to get more experienced with it. Need to start completing some of the larger pieces, instead of letting them be placeholders.
Also wanted to do a weapon, so I did one I've been planning for a while, which is the enforcer from the newest unreal tournament, the offical concept made by Gooba. I'm using houdini for the modeling, I might do some lowpoly cleanup and such in maya at the end, not sure yet. Using the "dynamesh" workflow @Amsterdam Hilton Hotel outlined in one of his threads, except I'm using houdini's VDB nodes instead of zbrush.
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Yeah, I think that's how I am going to go about it, got to do some tests and see if I can do it like that.
Updated the first post so my latest image can be previewed
Looking forward on more updates on your drop ship, looking hefty, you should upload your latest iteration
Was lots of fun working on star wars.
Here is the latest version, a bit "old", but I know some time will open up to work more on it soon
In substance designer, one graph for making like a rough brick normal from height and other one for making a stylized/handpainted looking diffuse texture from a normal.
And been messing around with houdini, did this today for making pistons with hanging cables, inside maya using the houdini engine plugin.
Also this for making modular sci-fi walls.
Here you go:
Do you tend to model your high res meshes opposed to sculpting them?
Not sure I would advise to posting like I have, partly because it's actually in the wrong part of the forums. (http://polycount.com/categories/digital-sketchbooks)
Also I think it has lead to less people posting and giving me feedback, but I'm to deep into it now to stop
Yes, I generally model, but sometimes I sculpt depending on what I'm making.
Did a bit more on this, mostly on the presentation though.
Doing a more detailed blockout than I have before, think it might help with lighting and also keeping a consistent look.
More blocking done, starting on the proper props soon.
Your right, I'll darken the background when I get home and see how it looks.
The hallway is from Max Payne(2), I can lower the dirt overlay so it's not so visible, however all my models textures are placeholders at the moment
I am trying to nail the lighting and placement of assets before I get into making the final versions.
I agree, particularly the top light has to strong bloom, so I'm going to turn it down overall
As to which I am going to finish first, I have no idea really, I work a bit on and off on different projects, the dropship lowpoly is progressing good though.
@METHOD_TO_MADNESS
Thanks
Sweet! Looking forward to your progress
@Ged Changed the background to a darker color.
Blocked out a bit more, lowered the light intensity, although some other lights got a stronger bloom.
Changed the radiator design, the one in the game is quite fat and blocky, don't know what I will go with in the end, also layout changed a bit.
All feedback is appreciated
Worked on the ceiling using suggestions from a friend @Sam Hatami also did a new floor texture, might end up being the final and some lighting changes.
Worked on the lighting, wood trim, the door and tiles texture.
Thanks, I'll keep that in mind
Update on the dropship lowpoly.
Ends up at around 42k tri's after I have mirrored everthing.
Baked in substance painter, using name matching.
I'd like to see it with varied lighting setup, a shadow plane and near vertical main light, just to see some of the forms more...and so I can place this as desktop background...
Thanks to @Joost for his fur breakdown http://polycount.com/discussion/156012/fur-breakdown used it on the welcome mat, the lighting is messed up on it though.
Need to start completing some of the larger pieces, instead of letting them be placeholders.
Also wanted to do a weapon, so I did one I've been planning for a while, which is the enforcer from the newest unreal tournament, the offical concept made by Gooba.
I'm using houdini for the modeling, I might do some lowpoly cleanup and such in maya at the end, not sure yet.
Using the "dynamesh" workflow @Amsterdam Hilton Hotel outlined in one of his threads, except I'm using houdini's VDB nodes instead of zbrush.