Hi. I found this concept by deviant id. "Bezduch" and i felt like this is a good piece to practice my hand painting skills on. Concept: My work. overall i feel quite satisfied and want to start painting but there is one issue. the stone wall i don't know how i shall model/present it since i feel that the showing basemesh…
"Temple of Obedience" is a throne room for the Druid King who oversees balance in nature. I want to combine stone with metal and organic materials/shapes and use as much light as possible. I hope to have this room filled with life; the mood to be very peaceful with a variety of colorful lights and a vivid overall…
Hello, one of my collision boxes for an object is never at the right place when exporting. Take a look at the pictures: The collision box of two of the stones (one and the same material ID) is always offset to the -Z axis. Does someone know what could be causing this problem? All the other collision boxes are fine. Thx for…
FINAL VERSION: Hello everyone, Inspired by the art on the forum, I started an environment project. The whole scene is placed in a old cave where an ancient book was put under a magic seal. Here are some screengrabs from Zbrush with the magic stone circle and the book holder which around the whole scene will be built up.…
minor tweaks before work I think I need to make the underlying stones a bit less noisy / obviously cell generated as they're kind of blowing out the larger pebbles (this is just heightmap so far) c&c welcome from any who wander in here. i'm pretty new to substance
I would not call myself an expert in this but you can do a lot by using alphas. So do your debris as hp with physics simulation (crumbled stone) or special scripts for scattering aso. and then bake this to a lowpoly with the use of an alpha map to support the finer details which you don't want to model into your low
This is lookin' pretty sweet so far! I do think the color change in your last update has caused the stone wall to be too close in hue and value to the wood, where the concept has some nice separation in the different major pieces. I might even darken and saturate the roof more as well.
Time for an update :) Changed light settings, and changed the colors of a lot of the model textures. updated the grass texture with some more contrast, dirt and detail. Also made another one with some flowers, to mix it up more. Added a dirt texture, some lianas, a bush and grass models. Next week is stone week :)
Pretty cool, but what's with the glowing rocks in the first and last pictures? Receive shadows is off the them? Also in the first pic, it looks like there's texture 'pinching' on the ground, the rocks and dirt don't look quite right. The paths (the dirty bits with less stone) look straight (not wonky), too. Apart from…
Took heart's approach with the wood texture, it's looking more like bark/stone but I think it's an improvement. Added geo to the barrel as well in the previous post.. I think I'm happy with it. Starting a tree next; if anyone has any cool tuts/refs to share that'd be awesome. left is new; right is old