Hi guys, I just started working on an environment for my portfolio.
I'm planning to do a medieval landscape with a big castle in the background (shadow of the colossus/ICO style) and some ruins and vegetation in the foreground.
I'm currently working on the terrain and trying to setup the mood for it. (CE3)
I'll posting my progress daily on this thread
Replies
Another thing to point out also is that terrain is flat unless eroded, make sure you understand why you have elevation and not just have a bumpy mess. Terrain naturally is very flat without wind, glacial or water erosion, considering its raining I would assume those channels would be visible?
Hope it helps.
I'm trying out a different direction this time and probably something a bit more realistic as a goal for a portfolio scene.
I'm going for a more stylised scene based on references such as Miazaki's art (studio ghibli).
The goal is to make a cluster of floating islands with one or two houses plus some vegetation such as trees, ground plants and some ruins + scattered rocks.
Regarding the texturing style, I will be learning how to make hand-painted stylised textures while doing the scene.
Here are a few references that I'm currently using for the moment :
As for the progress so far regarding the floating islands scene, here are a few screenshots set in chronological order :
1. Blocked out the islands in 3dcoat by using their voxel based sculpting system then exported to mudbox for detailing and refining :
2. Added some details in mudbox :
3. Low poly mesh with normal map :
4. Base color painting in mudbox WIP (unlit view, diffuse only) : This color map will be overlayed on top of gray scale detail textures with their normal maps in the material editor.
@Computron : I've been working on a personal project which was about making a game inspired by Shadow of the colossus/ICO. As for now, I'm still having a hard time to chose between CE3 or UDK. Both engines got their strong points (UDK : more mature and complete tool set, especially the material editor which is a huge plus; CE3 : overal render quality and the fact that you could push over 2 millions polys in a scene without having your fps drop).
The actual mesh has 2 UV maps, one is for unique texturing (normal map, basic color map) and the other one is for tiled detail textures which I will add later on in UDK.
Thanks for the feedback, very useful advices, I'll keep note of them
As for the environement I'm working on, I'm thinking about doing it as if I was working on a game level, taking into consideration texture memory usage and optimization. Its pretty much a new workflow that I'm trying to setup for this sort of landscape.
Before I go any further in texturing and detailing, I've decided to preview the mesh in UDK with 2 tiled textures (rock, grass) to see how the color map would react when overlayed on top of detail textures in the engine.
I placed some trees as place holders to have a good sense of scale.
Still a lot of work to do, I will probably start by adding more contrast and color varition on to floor before I'm move on to modeling vegetation and some man made constructions. Also thinking about making small rocks to scatter on the ground.
I will use the 3dmotive Vegetation tutorial as guide for making my own trees and grass.
in all seriousness though, it does look good. being pretty new to UDK myself, all i can recommend is some grass sprites hanging off the edges, or tree roots poking down through the ceiling of the rock outcrop. the grass itself seems like it needs something... a bit of large-scale variation, perhaps large patches of slightly more yellow/brownish grass.
I might be going to for this style that I used in a past project :
Some extra references that I will be using for covering the ground :
Love those vivid colors!
I think you should also work on having some interesting focal point in your environment. Be it a character, a building, a vehicle, etc..
BTW, it would be awesome to see some progress timelapses of your work. It's always fun/informatie to watch how other people craft their art.
Just wondering, how did you get these sweet highlights on the grass? Are they painted into the diffuse? Or is it done via spec map/shader work? I'm loving how the grass looks like, it has that cool plushy feel.
Anyway, i like those vivid colors as well
As for the point of interest, I'm still brainstorming about it. Thinking about making a windmill but I'm not sure yet since it has been done and redone before
Reference : Gorillaz
The sky/clouds in the following pictures is definitely something that I'm going for.
I have also been painting some masks for grass patches and trying to improve abit the grass layer.
I have added a normal map generated from the grass mask texture in the material editor to add some volume to the grass.
Test results so far :
Either way, awesome job so far, super interested to see how this progress
I totally agree with ParoXum about the focal point, something similar to that windmill would be awesome. Or maybe just one big stylistic tree.
The grass looks soooooo good
@Minos : ya I didn't like the normal map effect on the grass patchs much, I dropped the normal map method away and spent some time on hand painting those in mudbox.
I've also been doing some grass color tweaking :
Diffuse texture only (flat lighting) :
not really critiquing here, just curious to know more about environment art creation
Sort of like this, except for normal maps:
Yes it's expensive to unwrap something this big, because it requires something like a 2024² and then some smaller ones, but considering this is an island in the sky, there's probably not much else around.
and is the enviroment completly unique unwrapped or do you use overlapping uv shells for rocks and stuff ?
a complete breakdown of this would be cool
+1
Yeah I agree. I was liking the way it was looking. At least go half and half.
I actually like a lot this grass better , why you skipped it? It looks more realistic tome .... anyway its a great job but wheren't you working on the Cryengine?How you working on a voxel object imported in CE3 and use materials in it?
I'll do a breakdown once I'm done
And this is a quick paint over. I'm still trying to figure out how to handpaint a skydome or project it on a sphere, anyone got any tips ?
I'm not aiming for a realistic style (as shown in the first "in engine" screenshots) I'm trying to get a stylised look without exaggerating the effect. (semi-stylised ?)
I'm actually using UDK now since I can get more control over the material settings and use custom shaders to blend textures together. Voxels were painted in 3dcoat then converted into polygones.
The overall normal is 4096x4096, I saved some texture memory by storing the detail textures in color channels (RGBA) same goes for the detail normal maps since I'm only using RG channels, the blue channel is discarded.
In the end one texture could be used for storing 4 different detail textures (alpha map included) or could be used to store 2 detail normal maps which later on blended with the overall normal map.
Some grass blades and vegetation would probably fix those washed out areas which are are meant to be that way to blend correctly the grass models with the ground texture.
looks pretty much like this at this point (lit and unlit view, UDK viewport)
I'm just hoping to get better at handpainting textures while working on this project.(Might aswell change these tilable textures when I get to that point).
I'm new in UDK and low-poly so please, could You explain this steps more or direct me to the relative article ? Thank You in advance
Ok, so you pretty much have alphas for all the different materials? 4k^ alphas?
Can't you show how you do that normal thingy with the grass? From what i understood you made it with the grass/dirt alpha right?
Definitely subscribed!
there is a nice tut on how to create an animated skydome here: http://juarez3d.files.wordpress.com/2011/06/tutorial_animated_skydome_v1-3.pdf
creating a handpainted texture then applying polar coordinates should give good results
Thanks, I'm thinking of making a tutorial about my texturing methodes plus some tips/tricks once I'm done with the whole thing.
Just hoping that it turns out well and that I wont get burned out when I spend too much time on this project.
As for the grass alpha, ya its pretty much 3 alpha maps stored in one big texture map (RGB channels).
I'm thinking about replacing them by vertex colors and use small tilable high frequency alpha maps to give the grass a nice patchy look in order to compensate with the low quality of vertex color masking.
Using vertex colors will help me save more texture memory and I will be able to paint the masks in the engine for accurate placements.
I'm still testing the vertex coloring method, but I think that its promising; I'll post some results later on
Ya I do agree with you, the grass patches look weird in some areas.
I've been experimenting with some vertex colors to add detail without using more texture memory, I'll post some pics when I'm done making the tilable alpha maps to use for grass patches.
Based on the following articles :
http://www.chrisalbeluhn.com/UDK_Advanced_Vertex_Painting.html
http://eat3d.com/free/vertex_painting
Thanks a lot, I'll take a look at it asap !
On the other hand, I've been testing methodes to speed up the process of making paintery textures. I did some experimenting with some photoshop editing and filtering to get something close to a handpainted texture.
Obviously this method wont replace handpainted textures but it might be a good alternative for people who want to save some time or have a good base to start painting on.
Quick comparisons of textures where I literally just spent a few minutes on.
Spending some time doing some paint overs might give good results.
great job man!