wow that is really good. solid textures you got there.
hmm, i dont know how that bridge is floating though. Seems like the posts that would go into the water got cut off.
really love this scene, still not a fan of the metal panels on the main building, they just seem a little wierd in placement and colour when all the rest of the colours and shapes keep such a strong neat appearance and colour palette.
Fantastic work here, the only constructive thing I can think to comment about would be putting more emphasis into your speculars to help differentiate the material types between, metals, woods, stones, roof slate and rocks immediately close to the water. I know the textures do an impressive job of this already but give it a try if you've time.
Don't forget the support ropes for the bridges too.
I think the time spent on climb was well made, Even without that and your already spectacular portfolio, this piece alone could get you a job anywhere you choose.
The effort you've put into responding to the community and showing breakdowns of your process and assets is very commendable as well
Wow this looks really awesome. The only suggestion I have is maybe add some more soot and wear on the canon bottom edge. The canon door can use some wear as well, maybe knock out the bottom of the door and show some splintering as if the canon nicked the door when firing. Great work though. :thumbup:
Very nice progress Romy! How do you keep your 2,5d zbrush canvas-base sculpts so clean? I always get a nasty line on the borders. I tend to take it in to a plane and do the actual sculpting there with wrapMode set to 2. But that's not very intuitive when your reusing already existing tools/objs.. Would be awesome if zbrush had an "offset canvas with numbers" like photoshop..
Thanks everyone !
Lephenix -> i was at the HEAJ, Namur
Olli -> Whenever you want for that hug :poly121:
toxic -> no, i actually made the normal map of that moss with pixplant, translating the mask of the moss to NM and adding it to the base stone wall normal map.
DudeinCA-> the bridge is actually not done, i just reused a mesh to have a reference for the placement of the second island
Ged-> hmm you're not the first person who find them weird. I'll probably be going to remove them at the end thanks for your advice
Animesh -> if i have enough time after the rest of the island i will probably make a final pass on those canons. thanks for the advice
sltrOlsson -> actually to be sure i keep the tiling, i do a morph target on my planes on 2 axes, to align the geometry properly. You just have to make a store MT of your subdivided plane before starting to sculpt, and then push the morph target slider after you choose the right axes.
And again, thanks everyone for your comments, it helps keeping motivation
sltrOlsson -> actually to be sure i keep the tiling, i do a morph target on my planes on 2 axes, to align the geometry properly. You just have to make a store MT of your subdivided plane before starting to sculpt, and then push the morph target slider after you choose the right axes.
I'm sorry, but I'm not sure if I understand. You have your rock tools and put them down to the canvas right? And use the tile key to offset? Cause from there you can't have a morph target. Do you mean you save a MT on the plane you are projecting to? Cause you still end up with a seam from the canvas grab. I don't see how a MT would help?
woups okey my bad, i see the misunderstanding. I was talking about sculpting rock texture on a subdivided plane using wrapmode. Anyway to avoid seams on the borders i simply make a best renderer in the Render menu (deactivate AO and shadows in the options). then export your doc and voila
i actually used my rock tools on a 2.5 canvas, i then generated a displacement map with a grabdoc, in order to export a high poly mesh and bake an ambient occlusion map through xNormal (my workflow involve many uses of the ambient occlusion and the cavity map as masks)
I'm sorry to nag but don't you get a big ass seam when you use grab doc from 2.5D canvas? That's what I found to be the biggest problem with the tiling canvas in ZB..
Thanks everyone
sltrOlsson -> nope sorry, i don't get any seams. Also, maybe are you using the smooth tool ? even with the wrapmode activated it generate seams on the borders
Update! :
- added a wall on the first island, next to the stairs
- water shader modified
- added some foam at the base of the island
- wooden and stone bridge between the two islands
- lighting update
- basic set dressing around the islands
also could you show some highpoly rock sculpts shots?
I'm trying to get to sculpt rocks similar to those but i really struggle with getting the shapes you have going on and i was wondering if they're all actually in the sculpt or just enphatized by the texturing (as you mentioned you use a lot of cavity and ao maps for masking when texturing)
wow! i must say! i love your works! just checked out your other stuff and those are great ones too! my only regret is that i can't see even more
you're a great talent man!
Thanks everyone, i'm really glad you like it!
Froyok, Pangahas, TeriyakiStyle -> yep i was planning to make a pass for a few props to place there and there, same thing for the vegetation
Fnitrox->okey i'll post some screens later
jeremiah_bigley-> Woups. =x
Only 2 things(one of them has already been said) I can put my finger on:
You need something to draw the viewers eye in using some contrast colors(like torches or something like that), right now everything is fighting for attention since all the props live in nearly the same color pattern.
I would love to see some more defined interaction between the ocean and the rocks, some splashes would help and maybe also make a vertex paint shader for the rocks so you can give the base of the rocks where the oceans hits a more wet look by darkening the diffuse up a bit and adding some more specular.
All right polycounters !
I'm glad to present you the final screenshots of my pirate castle scene ! I changed colors, added a flag and a few details there and there. I'm really happy being done with this scene, and i'm not going back on it.
There is always many things to work and improve but i have to admit i'm a bit tired working on this project and i really want to move on. Anyway, even if i'm not perfectly happy with the result, i think it's the right time to stop working on it, indeed, with my internship and my end of year project that pirate castle finally took me almost a year... SO, less talk more (big) screens :
I would really like to thanks everyone who participated in this thread. It was a great pleasure to post shots and to receive your support and advices ! I would also like to thanks Julien (alias Texelion, who provided me sincere and very useful advices during all the project and, of course, Trull, for his fantastic scene and his great support !
How exactly did you go about tackling those rocks fella? Got any wire shots for them? Presumably sculpted in Z-~Brush and then decimated or am I way off the ball?
Thanks everyone !
Optinium -> i actually sculpted them in zbrush, i did a retopo and baked them, imported them in udk and voila You can see thoses meshes in previous pages
Prodigga -> simply in the material, with a mask to define where to add some reflection and set a flat normal map
Replies
hmm, i dont know how that bridge is floating though. Seems like the posts that would go into the water got cut off.
Other than that man. Top work!
Fantastic work here, the only constructive thing I can think to comment about would be putting more emphasis into your speculars to help differentiate the material types between, metals, woods, stones, roof slate and rocks immediately close to the water. I know the textures do an impressive job of this already but give it a try if you've time.
Don't forget the support ropes for the bridges too.
I think the time spent on climb was well made, Even without that and your already spectacular portfolio, this piece alone could get you a job anywhere you choose.
The effort you've put into responding to the community and showing breakdowns of your process and assets is very commendable as well
*thrusts at the screen some more*
Lephenix -> i was at the HEAJ, Namur
Olli -> Whenever you want for that hug :poly121:
toxic -> no, i actually made the normal map of that moss with pixplant, translating the mask of the moss to NM and adding it to the base stone wall normal map.
DudeinCA-> the bridge is actually not done, i just reused a mesh to have a reference for the placement of the second island
Ged-> hmm you're not the first person who find them weird. I'll probably be going to remove them at the end thanks for your advice
Animesh -> if i have enough time after the rest of the island i will probably make a final pass on those canons. thanks for the advice
sltrOlsson -> actually to be sure i keep the tiling, i do a morph target on my planes on 2 axes, to align the geometry properly. You just have to make a store MT of your subdivided plane before starting to sculpt, and then push the morph target slider after you choose the right axes.
And again, thanks everyone for your comments, it helps keeping motivation
I'm sorry, but I'm not sure if I understand. You have your rock tools and put them down to the canvas right? And use the tile key to offset? Cause from there you can't have a morph target. Do you mean you save a MT on the plane you are projecting to? Cause you still end up with a seam from the canvas grab. I don't see how a MT would help?
But this, is it sculpted from a plane? I thought you reused your tools for that one?
sltrOlsson -> nope sorry, i don't get any seams. Also, maybe are you using the smooth tool ? even with the wrapmode activated it generate seams on the borders
Update! :
- added a wall on the first island, next to the stairs
- water shader modified
- added some foam at the base of the island
- wooden and stone bridge between the two islands
- lighting update
- basic set dressing around the islands
For me the only thing you need to add is some light here and here (like one or two torch) to add a bit of life.
also could you show some highpoly rock sculpts shots?
I'm trying to get to sculpt rocks similar to those but i really struggle with getting the shapes you have going on and i was wondering if they're all actually in the sculpt or just enphatized by the texturing (as you mentioned you use a lot of cavity and ao maps for masking when texturing)
you're a great talent man!
Froyok, Pangahas, TeriyakiStyle -> yep i was planning to make a pass for a few props to place there and there, same thing for the vegetation
Fnitrox->okey i'll post some screens later
jeremiah_bigley-> Woups. =x
Only 2 things(one of them has already been said) I can put my finger on:
You need something to draw the viewers eye in using some contrast colors(like torches or something like that), right now everything is fighting for attention since all the props live in nearly the same color pattern.
I would love to see some more defined interaction between the ocean and the rocks, some splashes would help and maybe also make a vertex paint shader for the rocks so you can give the base of the rocks where the oceans hits a more wet look by darkening the diffuse up a bit and adding some more specular.
Great work nonetheless!
I would sooo like to see how you did that water shader! And especially its normal map! Is it sculpted?
A small update :
toolpaddz->Nope, water normal map is generated from a photo through pixplant.
Awesome, absolutely loving the rocks.
And are they hand painted!?
Sick work
All right polycounters !
I'm glad to present you the final screenshots of my pirate castle scene ! I changed colors, added a flag and a few details there and there. I'm really happy being done with this scene, and i'm not going back on it.
There is always many things to work and improve but i have to admit i'm a bit tired working on this project and i really want to move on. Anyway, even if i'm not perfectly happy with the result, i think it's the right time to stop working on it, indeed, with my internship and my end of year project that pirate castle finally took me almost a year... SO, less talk more (big) screens :
I would really like to thanks everyone who participated in this thread. It was a great pleasure to post shots and to receive your support and advices ! I would also like to thanks Julien (alias Texelion, who provided me sincere and very useful advices during all the project and, of course, Trull, for his fantastic scene and his great support !
Optinium -> i actually sculpted them in zbrush, i did a retopo and baked them, imported them in udk and voila You can see thoses meshes in previous pages
Prodigga -> simply in the material, with a mask to define where to add some reflection and set a flat normal map