As cool as this is I have to say I think there's an uncannyness to the texture style, where I'm not sure if you're going for realism or something more stylized. You have a funky concept to work from so a lot of the shapes of the building read as Warhammer-esque and stylized, but a lot of the texture work leans the other way, with lots of high-frequency detail up close (though it does all read fine from afar). It's a touch schizophrenic and might benefit from being more defined one way or the other, is what I'm saying.
This really motivates me to get back into ZBrush and start incorporating it into my workflow. The results you're getting are amazing! That stone wall in particular looks great with the matcap overlay.
OccultMonk -> indeed, first i made the house with basic volumes, then i determined the elements that will be repeated and the unique meshes, this way i can start working on generic textures and specific assets. And yes, for the house i've got 3 different beams. The roof use a generic texture, i sculpted contours in maya (it cost many tris but the result worth it imo)
For the wood texture, i don't have many advices. I used essentially photoshop to paint my colors. anyway, i forward you a tutorial that could be useful : http://wiki.polycount.com/wiki/ModularMountAndBlade
snow -> i essentially use the claybuild, trim dynamic, dam standard and hpolish
i think the important thing to take away is that it's not about technique, there's some simple things being done here that have all been done before - it's more about artistic ability and an eye for the right details.
although that thing is gonna be mad expensive, but it'll be a great portfolio piece, love what you've done
It's really impressive oO! Is it possible to see the Wireframe of the mesh? I'm curious to see where and how you put the resolution !
How many time did you work on it until now ?
Oh wow, this looks fantastic. I can't wait to see the rest of the fortress.
My only crit and this is more of a personal opinion but in the miniature pictured seems to have a bit more vibrancy and range in it's materials colors, causing the sections to pop a bit more.
Hi everyone ! sorry for the long update, as a student i was very busy working on school projects and slaying dragons. Anyway, i managed to work a bit on the rocks and i would like to get your advices
I decided to use a modular approach for this element, it will be easier to reuse if i want to extend the map.
First, the rocks :
And the beginning of the integration :
I intend to add some algae, barnacles etc. with meshpaint and decals. Now i'll be working on the columns and stone wall sections.
thanks !
well, actually i didn't use special brushes, most of that texture was created from the ambiant occlusion and the cavity map generated from the normal map. I used them as masks to change the colors of the rock with differents photo textures.
The rocks themselves look really cool, but their round clumpy shapes seem out of place and may be hurting the composition. If you made a version that was more vertical with less deep cuts that define round shapes I think you'd get much better results. Something along these lines seems more fitting of a rock spire jutting out of the sea.
I like it, well textured and very clean, the Warhammer Fantasy world is a very creative inspiration, remind me to Mordheim* buildings. *(another game from GW).
Hope to see it finished.
Hi everyone, I finally managed to make an update. I've been working on the columns and another stone wall texture i'll be able to use on the other part of the island. Now screenshots :
And the integration in the scene
Predator -> you're suggestion has a lot of sense, i've been thinking about that direction before and even made some tests which didn't give me satisfaction. First I intended to make some king of a cliff growing from the sea, using sharp rocks. But i didn't succeed to get the same modularity i have now and i found it was quite inadequate with the scale of a character. But, i'm thinking about adding some sharp rocks at the base, when i'll have time to try it
I think i'm going to work a bit more on the rocks which have a lack of high frequencies informations in comparison with the other meshes.
Your texturing is fantastic, some of the cleanest environment art i've seen in awhile, I've bookmarked this and will be going back to this thread for awhile.
Can we see how this is assembled in side of UDK? You showed some individual assets and their wireframes in a previous page, but I'd love to see some this deconstructed inside of UDK so we can see individual elements.
Not everything, just a sample of how its constructed.
That looks somewhat decent, but it needs more cowbell.
Well, no. Actually it's damn awesome If I had to give some crits, I would say that the rocks seem a lot smoother/cleaner than the rest on the environment. You might want to overlay some subtle noisy details, to make the style more consistent.
In terms of presentation, add some cliffs in the background a skybox and you're set. Great piece!
Replies
OccultMonk -> indeed, first i made the house with basic volumes, then i determined the elements that will be repeated and the unique meshes, this way i can start working on generic textures and specific assets. And yes, for the house i've got 3 different beams. The roof use a generic texture, i sculpted contours in maya (it cost many tris but the result worth it imo)
For the wood texture, i don't have many advices. I used essentially photoshop to paint my colors. anyway, i forward you a tutorial that could be useful :
http://wiki.polycount.com/wiki/ModularMountAndBlade
snow -> i essentially use the claybuild, trim dynamic, dam standard and hpolish
although that thing is gonna be mad expensive, but it'll be a great portfolio piece, love what you've done
How many time did you work on it until now ?
Really brings out the character of the material, can't wait to see where this goes :-)
My only crit and this is more of a personal opinion but in the miniature pictured seems to have a bit more vibrancy and range in it's materials colors, causing the sections to pop a bit more.
I decided to use a modular approach for this element, it will be easier to reuse if i want to extend the map.
First, the rocks :
And the beginning of the integration :
I intend to add some algae, barnacles etc. with meshpaint and decals. Now i'll be working on the columns and stone wall sections.
Any comments are welcome
well, actually i didn't use special brushes, most of that texture was created from the ambiant occlusion and the cavity map generated from the normal map. I used them as masks to change the colors of the rock with differents photo textures.
PS : I was also at the HEAJ last year
Hope to see it finished.
And the integration in the scene
Predator -> you're suggestion has a lot of sense, i've been thinking about that direction before and even made some tests which didn't give me satisfaction. First I intended to make some king of a cliff growing from the sea, using sharp rocks. But i didn't succeed to get the same modularity i have now and i found it was quite inadequate with the scale of a character. But, i'm thinking about adding some sharp rocks at the base, when i'll have time to try it
I think i'm going to work a bit more on the rocks which have a lack of high frequencies informations in comparison with the other meshes.
Thanks by advance for your comments and advices
How did you do all the little pebbles in between the bricks on the wall textures?
Awesome all around..especially diggin those orange bits scattered around your textures
I so wanna live there!
Your texturing is fantastic, some of the cleanest environment art i've seen in awhile, I've bookmarked this and will be going back to this thread for awhile.
Great work, can't wait to see more updates!
Not everything, just a sample of how its constructed.
Like adam said, it would be great if we could see some shots form inside UDK
Well, no. Actually it's damn awesome If I had to give some crits, I would say that the rocks seem a lot smoother/cleaner than the rest on the environment. You might want to overlay some subtle noisy details, to make the style more consistent.
In terms of presentation, add some cliffs in the background a skybox and you're set. Great piece!