Sketchfab WoW Contest WIP #4

Update! Still not much too show really but I’ve been thinking a lot about UVs and tilable textures. I tweaked a lot of things so I could bake as much AO and lighting information as possible without using too many unique textures while still being able to paint details and patterns without too much stretch or repetition.

It’s a long process but in the end the texturing process will be much quicker and easier.

Here is my AO pass so far. Next step is top/down gradient and top lighting pass to further crash test my UV’s.

Sketchfab WoW Contest WIP #2

And, done! Hope you like the textures. I scratched my head a lot to get the right color scheme 😀

Just kidding, I’m planning ahead here before unwrapping by color coding some assets that could use the same texture. The rest will use unique texture with a lot of mirroring. At least that’s how I’m gonna start to texture it. If I have some time left once I’m done and if some props could be largely improved with more unique textures, I’ll go ahead.

Those are the only unique props used in the scene by the way. Everything else is duplicated.

Cheers!

 

Sketchfab WoW Contest WIP #1

Hi blog!

I decided to participate in Sketchfab’s Wow Contest. Deadline is gonna be tight but anyway, I started doodling some ideas and doing some research about Wow’s lore (I played a bit the beta but I’m not a huge fan of mmo’s so unfortunately my knowledge of the universe is somewhat limited haha) and I figured I’d do some kind of arena style map taking place in some corrupted dwarf forge.

My idea:
“Former Thaurissan’s War General and Superior Chief Engineer Arkeram Stonebreaker, one of the more extremist dwarf among the Dark Iron Clan, severely disapproved the turn of events that took place after the War of the Three Hammers and left his clan to create in secret a new dwarf clan. He rallied to his cause what remaining solitary and extremist dwarf he could find and created in a, deep, secret place, a forge of a new kind to forever grant independence to his people.

However, as years went by, he slowly went mad as he started to fool around Legion’s goals and its dark powers. Nowadays the place has been consumed by it and demons and corrupted dwarfs have joined hands to forge weapons of a strength beyond imagination.”

Here is what I have so far. I’m not sure yet if I’m going to use sculpt for this but I’m definitely going for a 100% flat diffuse hand painted style.

Progression shots:

Golden Tower – Hand painted 3-days exercice

Hey blog!

Here is a little exercice I made for fun. I didn’t want to start a big project yet so I thought a quick fantasy prop would feel great. This one is enterly hand-painted. Tricount is 2500 tris. I used a 1K map for the tower, one 512 map fortrees&rocks and a 512 map for the ground.

It gives +10% texturing speed bonus plus a-5% tricount bonus when you invoke it 😀 Sketchfab viewer to follow soon, hopefully!

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.

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.