Hey guys. I am part of the Dream Powered Games team and I started working on a environment piece.
Concept by Steve Goad :
and here are my first steps in to it :
and a very quick block out of the whole scene.
I have been mostly working on characters so far so this is very interesting for me. Any comments and critiques are very welcome
Here is one more concept from Steve Goad so you can get the feeling of the rest of the environment :
This is our Facebook page where you can find some more info about the game and the team.
And I just wanted to mention that we are still looking for environment artist so if anybody is interested feel free to leave me a pm.
Thanks in advance guys.
Replies
I worked some more on the statues :
I think I am done with the overall forms and now i have to start working on the fine details ( cracks, chipped edges of the stone and so on) Somehow it still does not look to much of a stone to me. I know after I add the small details will be better but I feel like I am missing some medium details but I am not sure what they would be for now.
I made some parts a bit ticker and sharper. Worked on the hands and the helmet.
I also made the bottom of the legs a bit taller and bigger. I think it gives him better, stronger stand.
Here are some pictures:
When you say bigger chunks, do you mean something like my last image - bigger separate blocks?
Thanks again.
Started on one of the weapons. Here is where I am at now :
Link
Can you talk about your technique for sculpting the cracks in the helmet?
Thanks.
The technique is noting complex. First i make sure i have enough subdivisions and because my computer is kind of old and I can't really go as high as I would i try to follow the edge loops most of the time for sharper result. I even had to take it back to max and retopologize it. After that I use the damian standard brush, that comes with zbrush 4 and it is located under the lightbox, brushes section. I modified the alpha that comes with it , here is a link with it - nothing special just made the edges on the top sharper. Once i have the cracks i use trim dynamic brush to make it wider at some spots and narrow at others, and after that I run hard polish brush on top of it both in the crack and on the border. All of this is done on separate layers and I keep one clean layer under everything so I can go back to it save morph target and use the morph brush to bring some of the flat areas back. What is important too is to make the crack narrow at one end and wider at the other as if it is fading off ( as it does in the nature)
I actually got out and took some rocks and now they are here surrounding my desk
Not sure if all of this makes any sense but I hope it was helpful even a little bit. Let me know if you have more questions
Btw I have a question if somebody could help me with - when I started this in zbrush from zspheres it was all very small and i did not bother scaling it up on the time. Now I am going to need to scale it all up and I was wondering what would be the best way to do it. Can I trust transpose master or is there better way. I can't bring the high poly to max - the file is near 50 mil polys.
Anyway here are few images - any c&C are very welcome
Thanks for stopping by.
and a short video of me making some of the cracks :
How does that look so far?
http://vimeo.com/24564166
Here is also a short video of me working on one of the columns .
http://www.youtube.com/watch?v=wQMCcXXmW3o&feature=youtu.be
some updates :
Thanks again.
everything is a bit on the dense side of polys but those will be huge in game so I think it might be ok. How does it look?
From beginning to now, you've come a great way. It's looking really nice. Different to see some alien stone statues. What kind of stone is it? Great looking statue, keep goin.
(I thought they were made of metal from the concept, but it'll be interesting to see how it works in stone)
I am trying to bring it close to the concept and keep it realistic in the same time and I am torn up between the two. I was playing with overlaying different images to get good base but somehow it is not going where I want it to so next I am going to try to use just simple kind of clean image for base and the rest I am going to try to paint by hand... lets see how that goes.
Done with all the baking , here are few images with the progress - first with just the bakes and after that with what I will use for base for my texture.
I did some more tests and this is more like what i was looking for. Now i just need to add some more variations of green lichen and it should work
I am almost done with those. The big rocks I made for the game had some limitations dor polycount and textures so I made another set of those cliffs for my portfolio and for a short video we are making right now.
C&c are very welcome thanks.