Cholden -> yeah i would like too =D Orgoth -> well, the 3 rocks have been sculpted each independently, but use one 2048*2048 map downscaled in editor to 1024*1024, same thing for the other maps adam -> Actually, it's very simple, i simply take my meshes and add them without using the grid. for the building, it's actually 3 big meshes for the stonewall/stucco parts. Then i add on top of them all the beams and other stuffs.
For the archs section i assembled it in maya and exported one unique mesh.
xK1NGxOFxSKAx -> added my displacement map on a plane with zbrush, modified document's resolution and applied a matcap
you make the plane fitting the document and you simply export it via document export I think there is a tutorial
about that on pixologic's website. teaandcigarettes -> You're right, i'll modify that texture to add more high frequencies. sltrOlsson -> indeed ! i'll also maybe make different meshes and material for the rocks close to the water
Once again, thanks everyone for your comments and advices !
Everyhting looks really cool right now, except the metal plates. It somehow doesnt work as well as the rest. Maybe it doesn't standout enough and looks too close to wood color.
It's all very brown and as such mushes together a bit. This is partially due to oyur lighting, partially due to textures. You don't need a whole lot of color difference, the roof vs the wood looks different enough, but I would add some more color to the whole.
How about some sexy string algae on the overhanging rocks, or some light molluscs? Some added contrast between stone and wood? Some mildly colored fabrics (clothes, flags) hanging?
I agree with ParoXum about the metal panels. I actually didn't even notice them for a while the first time I saw them. There too busy and noisy while just blending into the stucco/wood way too much. I think a more simplified darker metal diffuse would work better for them. It will help pop them off a lot more in contrast too the wood and giving it a nice more varied spec will really help sell the look of metal more so then a noisy diffuse.
thanks everyone ! paroxum, snader and autocon -> thanks for your advices I updated texture of metal plates to something less noisy and i'm currently adding color variations with some foliage, wet stones etc...
urgaffei -> yep, i'm currently thinking about small props to give some life there and there
vickgaza -> I'm a student, doing my last year at the HEAJ Namur. Currently, i'm following an internship at Arkane studios.
snow -> to make those stones, i essentially used dynamesh. Here is an example i kept from the first research i've done (i didn't kept those stones for that scene, it didn't fit the initial style).
First i made very basic shapes :
then i used the insert hand brush and replaced default mesh by one those i just created. I mix them and rebuild with dynamesh after each mesh addition (don't forget to remove the blur in dynamesh options) :
here is an example of what you get very quickly :
I like this technique, i find it easier than sculpting from a basemesh.
To bake matcap to texture, i'm doing almost the same thing you'll find in this tutorial : [ame=" Tutorials - MatCap to Texture Map - part 1 - YouTube[/ame]
Hope it helps
About the project, i'm very busy at the moment, working for my internship and my end-of-year project, so pirates is going very slowly. Anyway i keep working on it and hope being able to make an update soon
Sorry for the long silence, during those 3 months i've been working hard on my end of year project (which name is Climb https://vimeo.com/44154618), so I couldn't manage to find the time to work on my pirate map. Anyway now i have some time, and I made a few small modifications to the ground material. I also added some foliage, even if i'm not entirely satisfied with the result...
Thanks ! yep indeed, a few dead fishes would be great, I would like to add some props like a lantern, a flag, some broken wood etc... i think i'll do all of them during the final pass
Thanks guys
snow -> i first made a full sculpt of the model in zbrush, then a retopo and a custom normals orientation, in order to have a clean normal maps. Then i baked AO, normal map and cavity with xNormal. Finally i mixed those maps with photo sources and voil
Thanks guys
snow -> i first made a full sculpt of the model in zbrush, then a retopo and a custom normals orientation, in order to have a clean normal maps. Then i baked AO, normal map and cavity with xNormal. Finally i mixed those maps with photo sources and voil
Damn, this is an extreme inspiration for me, me and my brother have been talking about making a pirate scene, not just liek but heavily inspired by that Traditional Model, too see someone recreate in 3D sure is inspiring. It's doable so to speak. Good stuff you sharing your techniques and so on too!
Really great work man, truly it looks just like the original.
I'm no expert, but I think the foliage might need a bit more bump to it, and maybe some more variation of the actual foliage
But damn, overall, it looks amazing!
thanks everyone,
trull -> thank you, i'm glad you appreciate my version of your work
Lando -> erf you're right, i really don't like my foliage... I think i'm gonna do it again
Snow -> yes, actually i mainly used orb's brush (bless him for this =D), trim dynamic and hpolish
Justin -> voil
I started to work on the second island. As long as i now have many textures it's going to go fast, i just made a new tiling rock texture from previous high polys i did :
and then i made a simple mesh i dressed with my specific rock meshes :
also i update the last stone wall texture :
(and i updated my portfolio http://www.ennelia.com )
i'm going to dress it up a bit more and then i'll start the few props i'll have on top of the island.
feel free to comment
Replies
I think it would be great if you made the bottom stones closest to the water wet with a shader or something. Would help to sell this piece even more!
Keep it up!
Orgoth -> well, the 3 rocks have been sculpted each independently, but use one 2048*2048 map downscaled in editor to 1024*1024, same thing for the other maps
adam -> Actually, it's very simple, i simply take my meshes and add them without using the grid. for the building, it's actually 3 big meshes for the stonewall/stucco parts. Then i add on top of them all the beams and other stuffs.
For the archs section i assembled it in maya and exported one unique mesh.
xK1NGxOFxSKAx -> added my displacement map on a plane with zbrush, modified document's resolution and applied a matcap
you make the plane fitting the document and you simply export it via document export I think there is a tutorial
about that on pixologic's website.
teaandcigarettes -> You're right, i'll modify that texture to add more high frequencies.
sltrOlsson -> indeed ! i'll also maybe make different meshes and material for the rocks close to the water
Once again, thanks everyone for your comments and advices !
one other screen i had in my folder :
How about some sexy string algae on the overhanging rocks, or some light molluscs? Some added contrast between stone and wood? Some mildly colored fabrics (clothes, flags) hanging?
We did a group project to make a level based on a model kinda like that. It didnt turn out as awesome though... Maybe if we had planned it better...
can you please post the rock zbrush sculpts? they look hand painted or something, any pointers on how you got that result?
lovely work.
Am curious, do you work in the industry or are you a student ?
And would you be nice enough to explain how do you transfer matcap information to the texture ? Or was it just a render and overlayed in photoshop ?
Thanks so much again for this thread,
Vick.
paroxum, snader and autocon -> thanks for your advices I updated texture of metal plates to something less noisy and i'm currently adding color variations with some foliage, wet stones etc...
urgaffei -> yep, i'm currently thinking about small props to give some life there and there
vickgaza -> I'm a student, doing my last year at the HEAJ Namur. Currently, i'm following an internship at Arkane studios.
snow -> to make those stones, i essentially used dynamesh. Here is an example i kept from the first research i've done (i didn't kept those stones for that scene, it didn't fit the initial style).
First i made very basic shapes :
then i used the insert hand brush and replaced default mesh by one those i just created. I mix them and rebuild with dynamesh after each mesh addition (don't forget to remove the blur in dynamesh options) :
here is an example of what you get very quickly :
I like this technique, i find it easier than sculpting from a basemesh.
To bake matcap to texture, i'm doing almost the same thing you'll find in this tutorial : [ame=" Tutorials - MatCap to Texture Map - part 1 - YouTube[/ame]
Hope it helps
About the project, i'm very busy at the moment, working for my internship and my end-of-year project, so pirates is going very slowly. Anyway i keep working on it and hope being able to make an update soon
EDIT : i add last shots of my work :
How did you make the water? Is that only a UDK material?
Sorry for the long silence, during those 3 months i've been working hard on my end of year project (which name is Climb https://vimeo.com/44154618), so I couldn't manage to find the time to work on my pirate map. Anyway now i have some time, and I made a few small modifications to the ground material. I also added some foliage, even if i'm not entirely satisfied with the result...
Any comments, advices and tips are very welcome
thats all i have to say.
Can't wait to see you get stuck back into the Pirate Castle though!
SirCalalot -> thank you !
i recently made canons that will be on the second part of the fortress. I made this asset as a single portfolio piece.
So i have 1x1024 for diffuse, normal map and specular. The mesh is 9769 tris and 5389 vertices.
as usual, comments and advices are welcome
snow -> i first made a full sculpt of the model in zbrush, then a retopo and a custom normals orientation, in order to have a clean normal maps. Then i baked AO, normal map and cavity with xNormal. Finally i mixed those maps with photo sources and voil
any chance of seeing the zbrush sculpt? i find wood a real pain to do
Really great work man, truly it looks just like the original.
I'm no expert, but I think the foliage might need a bit more bump to it, and maybe some more variation of the actual foliage
But damn, overall, it looks amazing!
you do a really great job. I´m very proud to see my pirates castle in this way.:)
Greetz Trull
I'm also curious about this. Could you enlighten us?
I'm also wondering how you made the ground look wet like that.
The whole scene is completely awesome, by the way!
I think he means custom vertex normals instead of using the default smoothing.
http://wiki.polycount.com/NormalMap
Look to the "Edited Vertex Normals" section.
trull -> thank you, i'm glad you appreciate my version of your work
Lando -> erf you're right, i really don't like my foliage... I think i'm gonna do it again
Snow -> yes, actually i mainly used orb's brush (bless him for this =D), trim dynamic and hpolish
Justin -> voil
and then i made a simple mesh i dressed with my specific rock meshes :
also i update the last stone wall texture :
(and i updated my portfolio http://www.ennelia.com )
i'm going to dress it up a bit more and then i'll start the few props i'll have on top of the island.
feel free to comment
Tr
No im just kidding this is probably the single most awesome work i've seen for a long time. That rock textures makes me want to hug you.