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[WIP] [Unreal5.5] Castlevania Fanmake

polycounter lvl 11
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dropyhop polycounter lvl 11
I have been working on the Castlevania environment fanart in Unreal 5.5 for the past few weeks. Finally, I decided to share some progress and make a log of progress here.

A short storyboard as a guide-

The castle entrance exploration -

The main castle block out - 


SHOT 1,2,3 - Main shot


SHOT 6 - Credits

Thank you!

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  • dropyhop
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    dropyhop polycounter lvl 11
    Alo, wasn't active here, but here's the progress so far.

    Updated storyboard-


    Shot4-

    Working mostly on shot 4 now. Figuring out workflows in Nanite and Blender.

    test surface mask

    test blend mask

    shader tests

    Lastest screengrab


    Gif progress so far- 

    Youtube -https://youtu.be/-mlVTfCAZfg

    Geometry nodes-

    Started getting into Blender's Geometry nodes. I will very likely use it for most of the environment. The plan is to create separate cobbles with the cobble generator. Then, they are used in the cobble path gen as instanced objects.
    Cobble generator-

    Youtube -
    Node setup. Using mesh booleans that spits out the intersected mesh between noised cube and sub'd cube. You can control the bevel thickness and the edge chipping noise strength.


    Cobble path-
    Curve-based controls. It uses cobbles created above. Each line can be controlled for now, but maybe I will reduce the exposed controls later.

    Youtube -https://youtu.be/OsBKKtFue9Y
    base graph that is reused for each mesh line/cobble line. Can control rotation, scale, transforms, and overall shape distortion with this.


    Later randomized vertex colors can be assigned to get the selection control like color ID. This can be used in ZBrush or Painter.
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