Fantasy Power Shrine WIP #11

It’s been a while since I last showed any progress on my Shrine. I think I’m done with the sculpt. The hole in the center was a bit rushed so there is that but otherwise I like what I have. So I did a retopo which took a long time and baking (which needs to be improved greatly) and imported everything into Unreal Engine 4. I also toyed a lot with Cascade (so powerful!) to have a more precise idea of what the final colors and composition will be before going into texturing.

edit : actually here is another shot with added curvatures/edges/cavity maps an rough ground color test. Still needs to tweaks those and add a top/down gradient map and other stuff (PLUS actual painting of course). I also baked point lights maps in Blender from hi poly but somehow although the light was in the center of the hole, one side is more lit than the other. Needs to be investigated! By the way tricount is ~13K. I’ll post wireframes next time.

Unreal Engine 4 – Sculpting Rocks #4

Me again! Moar rawks!!

Tonight I’ve experimented a bit with materials in Unreal Engine 4. Man, I just love this engine! 🙂

Anyway, I wanted to see if I could add some detail texturing that are projected in world space and only appears on the side of the rocks.

So I sculpted a basic striae typed rock and used that sculpt to create tiling albedo/roughness, ao and normal maps. I then proceeded to a create a bi-planar world texture projection in unreal engine 4 and then blended the results with the base maps of the rock material. The result looks quite good to me, I just need to break the pattern a bit here and there with some procedural noise mask and it’ll be good to go 🙂

Rocks - Unreal Engine 4 World-position bi-planar striae detail texture projection
Rocks – Unreal Engine 4 World-position bi-planar striae detail texture projection
Rocks - Word-position bi-planar projection material
Rocks – Word-position bi-planar projection material

Unreal Engine 4 – Sculpting Rocks #3

Hi,

I’m continuing my experimentations with rocks. I added one medium/small rock variation and also made 2 rubble/ground transition sculpt (mainly based on the other rocks) and played with materials in Unreal Engine to add a detail normal map/albedo. The roughness might be a bit too low, it’s a bit too shiny I guess.

I also learned to make layered materials and added a snowy/mossy variant just for fun. I’m quite happy with the result so far.

Rocks - UE 4 render
Rocks – UE 4 render
Rocks - UE 4 layered materials renders
Rocks – UE 4 layered materials renders

Zbrush – Sculpting Rocks #1

Hey guys !

This week I’ve been experimenting with rocks sculpting in Zbrush. It’s proving to be really difficult but I learned a lot and I think I’m slowly getting the grasp of it.

I will continue this the following weeks, hopefully making a nice and big PBR low-poly rock set to upload to the Unity Asset and Unreal Asset stores!:)

Here is a look at a first serious try after several experimentations. It features one large (6K triangles), one medium (3K) and one small (1.5K) meshes that have been duplicated. It’s rendered in UE4 using only the normal map and AO so it’s not really detailed yet 🙂

Zbrush Rocks
Low-Poly Rocks – Normals & AO only in UE4

WIP [UE4] – Nebezial’s Shivas fan art #2

Hi there,

Here is an update of my Shiva fan art from Nebezial’s “Ravine” comic 🙂

No big changes although I reworked quite a bit the textures. I tried to improve the look of the armor but I think it looks too noisy now 🙁 I also worked on the feathers to add some details and colors and the skin as well to add a bit of color and value variations here and there.

I also added water on the eyes but I’ve trouble making it pop in UE4 so it’s barely visible. The blades still looks as ugly as possible! I need to fix that.

WIP # 2 - close up view
WIP # 2 – close up view
WIP #2 - overall view
WIP #2 – overall view

WIP [UE4] – Nebezial’s Shivas fan art #1

Hi there,

First post on my blog 🙂 Hopefully it’ll be monthly updated with work in progress, tips&tricks and some random art stuff that doesn’t necessarily end in my portfolio!

I stumbled upon this great character concept art by Nebezial from his ‘Ravine’ comic books a while ago and it just stuck on my mind so I decided to give it a go. I used a pbr workflow for the materials (first time) and UE4 to render the character (first time as well).

Concept art by Nebezial
Concept art by Nebezial
WIP #1 - overall view
WIP #1 – overall view
WIP # 1 - close up view
WIP # 1 – close up view
WIP # 1 - textures
WIP # 1 – textures

Comments & Critics are welcome!