Hi everybody!) We are Drka-Drka team - Daniel Copytsko and Kirill Kravchenko from Heyworks studio. And this is our take on the Throne Room contest. For more screenshots and work in progress, please check our thread: http://www.polycount.com/forum/showthread.php?t=147306 Software used: 3ds Max Zbrush Photoshop Substance…
Secondary and dressing assets sourced from Quixel Megascans and Unreal Marketplace. Ivy, vegetation and debris - integrated and adjusted to match the scene's tone and weathering.
Time for an Update! I did quite of bit of changes here, started up a little more of an advanced shader for the gold relief, and pretty happy with the current effect, looks "Goldish" to me. Tweaked the color and specularity of the Braziers to better match the reference. I scaled up the whole scene and I feel like its…
Makkon: Thanks, glad you liked them! Those rocks are looking good, though I can't remember seeing those basalt shapes in brown colored rock formations (which are mostly sandstone), basalt is lava stone (or whatever it's called), right? Anyways, that's just nitpicking. Great shapes overall. :) Daew: Thanks man! I really…
I appreciate the feedback Snader and Baddcog. I'm not trying to blow you guys off, but... My intention was less to duplicate the tomb and more to make a replacement asset to be dropped into another environment. The same shapes remain (cylindrical design, domed roof, multiple entrances) but would fit better if stuck on a…
pixelpatron: You'll have to wait a bit, but i really want to do it so i'll eventually get there :D Dave Jr: Do you mean the texture on the walls or the cobblestone pattern on the pavements? If you mean the walls i'll be sure to come back to them and either tone down the height variety or move the stones around a bit.…
This looks great! I do think it stood out really nicely against the cool toned dark background that you had before, I feel like it gets a little bit lost in the gradient you have right now
Hey Sebastian, this is coming along very nicely! Good to see you're working hard :) A couple of things i noticed: - Your glossiness seems to be kinda off, a lot of the textures look very wet because of that. Especially the stones of the walls. - You have a lot of noise in your textures, along with the high gloss it's…
Great start! Where will this texture end up? PBR rendered in Marmoset 2, UDK or viewport? Either way you need to take away all of your shadows. I know that Brad actually renders out shadows in his diffuses but that's something the shader should take care of. Something else that caught my eye is your lowres moss details.…
@plord : Really like your shapes too! But I think I'm dropping my stones, though, in pursue of something more like the given references. Blocky sandstone or something that is less of a ground material and more like a cliff side. EDIT: I lied, I just went back and adjusted some things. Will upload tomorrow when I've worked…