Fantasy Power Shrine WIP #10

Hey guys, update!

  • redid the cracks on the flying runic stones
  • emphasized/sharpened damaged areas and cracks on chains
  • minor adjustements to ornaments near interpenetrating meshes
  • added debris and pebbles here and there
  • added minor surface details
  • fixed the resolution issue on spikes
  • retopologized the roots and cleaned the meshes to gain resolution and emphasized the veins
  • Removed the engraved runes on the stairs
  • First pass on the ground. Still has to fix the resolution issue near the major cracks
  • Deleted the grass for now. I’m not sure it’s necessary for the bake anyway. Maybe on ground though ? I toyed with custom made toony alpha maps but I’m not happy with the result yet.

I’m approaching the end of the sculpt! The bake is gonna be tough… Can’t wait to start texturing!! I’m little stressed though.

Fantasy Power Shrine WIP #9

Finished the roots and started to sharpen the rocks. I’ll also intend to sculpt the ground and make cracks where the roots emerge. I think it’ll look cool.

Otherwise I tried a custom IMM with cartoony grass blades but I’m not satisfied at all. I’ll redo them. I have a pretty clear idea of what I want but I’m having trouble finding the correct workflow atm

Sorry for the render too bright/wash out, I’m still trying to figure out what is the best way to show WIP out of Zbrush!

Fantasy Power Shrine WIP #5

Hello 🙂

Two days of speed sculpting/trashing the rest of the shrine. I wanted an overall view of the piece ASAP to see how it reads. Everything is sculpted on layers so I can turn off damage/cracks/ornaments and redo them at will, which I’ll probably do!

I partially like what I have here but I think I seriously need to emphasize some of the details/damage/cracks so it can be read effectively from a certain distance.


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