Further work on my power shrine 🙂
Further work on my power shrine 🙂
I started toying with Zbrush and see what kind of magic stones design I would go for. I might try something more cartoony and blocky to check if that’s what I prefer. For now I like B design. I’m taking my time with this project 🙂
And here is some references I gathered
Slight update on my shrine project!
I’ve cleaned a lot the meshes so it’s mostly ready to be imported into Zbrush. I also fixed the roots not touching the ground/rocks in a lot of places and simplified them, broke some spikes here and there and made the chains a bit more random (added semi-broken links and made the silhouette a bit more goofy).
Here is also a rough paint-over for the FXs I have in mind. I’m not sure about the reddish color yet. I guess it’ll depend on color scheme I end up choosing for texture of the shrine itself.
Here’s my new personal project I’ll be working on the next following weeks (months? :D) : a stylized fantasy shrine
Technical Goals :
Art direction :
Here’s a first blockout pass
Hey! It’s been a while since I posted something on my blog 🙂
Here’s a quick doodle to practice hand painting.
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 🙂
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.
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 🙂
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… 😉