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 🙂
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.
As promised, I’ve continued my experimentations with rocks. I also tried Substance Painter for the first time and I must say I’m quite impressed by this software. It’s really user-friendly and super powerful!
Anyway, I trashed a lot of failed attempts and restarted from scratch several time but I’m quite happy with those 3 so far. I intend to add at least one smaller rock to the pack, maybe a medium one as well and create some material variations.
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 🙂
This afternoon, I finally took time to try World Machine and all I can say is that it’s aweeeessooommmee! It features such a powerful and intuitive node-based system that I can’t recommend it enough. The erosion node left me speechless!
Plus, it’s cheap (99$ for the standard edition and 249 for the pro), it’s lightweight (15mo), it’s fast, super stable (not one single crash during an entire afternoon) and works great on Linux through Wine (except some thumbnails problems and the 3D previz’ window broken that I experienced)
Here is the result I got after a few tutorials and a few try and experimentations 🙂 It’s not perfect but it’s a start hehe ! I might try to render it in UE4 once I have a more solid result, just for fun, who knows… 😉
It’s always great to animate a character or a creature with a powerful rig that makes your life really easy, right? At least I do but I don’t know much about rigging so I had to rely quite a lot on Blender’s great Rigify addon. It’s powerful and versatile but I always hated to use something that I don’t understand because it’s scares me.
So I recently wanted to improve my rigging skills and understand a bit more what is behind all those fancy animation controllers. I spent two weeks watching rigging tutorials and spending a lot of time investigating blender’s Rigify and Pitchiboy amazing rigs.
I’ve still a lot to learn but I’ve made great progress and I don’t have to rely on other peoples rigs anymore. I should now be able to make a decent rig for any kind of creatures and characters, mostly thanks to Nathan’s DVD : Humane Rigging
I strongly advise you to buy it if you’re into rigging because it’s really a great training dvd !
Anyway, here’s a couple videos of my human rig so far.
Link in case something’s wrong with the video : Arms
It’s been a long time since I wanted to start my own base-mesh library. Those are great to have both in a personal and professional environment to get started on a new project/idea really quickly.
Even for creature sketching, which a lot of time tends to mimics closely real animal or human anatomy, it’s quite fun and fast to take different pieces of different animals and mix them together to create a weird living thing concept!
So here’s a first batch of animal base meshes that I started last week. My goal was to keep them low/mid res (~1K-4K triangles), use edge loops on eyes/ears/mouth/shoulders/hips/tails, forbid use of triangles and keep things as square as possible when possible.
Some of them were rushed a bit, especially some of the heads that are not super realistic but eh, those are base-meshes 🙂
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.
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).