Next Gen Small Scene - Shakedown

20 replies [Last post]
User offline. Last seen 1 year 12 weeks ago.
Posts: 24

Hey!

This comp is to good to pass on. Was keen on the pillar challenge but was just to late.

So far I have done a concept and rough block-out of my scene. Any crits or advice is welcome. I will add a few more smaller elements to the scene later ....but I am leaving that till I have a better estimate on the tri-count.

The main focus of the scene will be the fountain.

Best of luck to everyone else ....btw ....the pillar entries were really awesome stuff.

Cheers!

User offline. Last seen 1 day 17 hours ago.
Administrator
Posts: 4182

Nice progress so far!

Cant wait to see more Smiling

User offline. Last seen 1 year 12 weeks ago.
Posts: 24

Small update!

Should be ready to start sculpting soon!..Smiling

block1.jpg

User offline. Last seen 1 year 12 weeks ago.
Posts: 24

Hi!

Another small update. Got some time to start sculpting the stairs today. Also added a quick pollypaint to look at some color options.

stairsfront.jpg

User offline. Last seen 24 weeks 6 days ago.
Posts: 297

loving the stairs, nice concept

User offline. Last seen 2 weeks 2 days ago.
Posts: 69

Your work is made of awesome

User offline. Last seen 4 days 5 hours ago.
Posts: 221

nice detail on stairs,nice work

User offline. Last seen 1 year 12 weeks ago.
Posts: 24

Hey....finally some updates. This is only my first scene I'm putting together from scratch, so it is a lot of back and forth at the moment. I decided to scale back the scene a bit. I thought this would be the case from the start, but hey, thought I would be adventurous!..Smiling Actually I prefer the smaller version now.

Then I have also sculped the rails for the stairs. Everything is still open to change but for now I think I am happy.

I also took one of the rails and did the low-poly version with normal map and just took a screengrab from within the Blender Game Engine. If I have enough time I would love to put the whole scene together in Blender but also in the unreal engine.

However the Blender to Unreal pipeline is a little shaky and I always have problems with the smoothing groups. Even if I use a special script for this to simulate Max smoothing groups, I still get weird results. Anyone else know more about this it will help me a lot. The weird thing is that the Unreal engine seems to create different smoothing groups for my different UV pieces. This making all my normal map lines stick out like sore thumbs!..Sad

Anyways.....here are some pics!

Cheers

block3.png railpillarsallthree.jpg railpillar1.jpg block2.jpg

User offline. Last seen 1 day 17 hours ago.
Administrator
Posts: 4182

Nice updates Smiling

 

You may want to consider toning down the noise in ZBrush as its reading a little too much, (on the sides especially)

 

Great job so far though Smiling

User offline. Last seen 2 weeks 2 days ago.
Posts: 69

Great stuff, very inspiring Smiling

User offline. Last seen 1 year 12 weeks ago.
Posts: 24

Hey....Thanks for the feedback guys!

metalliandy.... The noise on the stairs are just a stand-in at the moment....I use it to give me ideas while I am sculpting. When I apply it to the mesh I will make shure to reduce it on the sides! Thanks for confirming it for me! It is always hard for me to judge how much to add, even in the textures. You never know how much you are going to loose with a small texture or normal sheet!

Polypilot.....glad you like it. The sculpting you have done on your project is awesome. I am still a real noob at zbrush, so all the feedback you can give me on how to improve my sculpts would be much appreciated!

User offline. Last seen 1 year 12 weeks ago.
Award Silver
Posts: 160

for a zbrushnoob you do superb sculpting shakedown, this looks really good! I think all those stone elements look pretty convincing and lack the soft and muddy touch you can see very often. Maybe they could be even a little bit sharper here and there but they are already fine like that (hpolishbrush and trimdynamictrails help a lot to get sharper edges i think)

maybe you could use some brush like the damstandard brush to do some more cracks and roughup the surfaces of the broken pillars

colors are very nice, too

looking forward to more

User offline. Last seen 8 weeks 1 day ago.
Posts: 204

Claps in celebration""   sweet dude

I can here this sceen crying out for some beat up and bloody hero dude siting on the steps looking all tired and yet basdass Sticking out tongue

User offline. Last seen 43 weeks 19 hours ago.
Posts: 27

Nice Sculpting. Looking forward to seeing more. I agree with schiefer, great sculpting for someone new to zbrush!

-- 
Aaron McLean
Product Manager /Lead CG Artist
Verold Inc.

Email:     aaron.mclean@verold.com  
Mobile:   647-502-6405

Website: aaron-mclean.com

User offline. Last seen 1 year 12 weeks ago.
Posts: 24

Thanks for the feedback guys!

 

schiefer.....You are right. There are some areas left that can do with some sharpening. I spend most of time on that so far. The hPolish worked quite well. I know that damn damstandard brush is somewhere in zbrush 4....but will have to look for it again...Smiling

 

nerf3601....Yeh I can see it too. Now just to model him....Smiling

 

the 1design.... Thanx. I have had ZBrush for some time but never had time to learn it. A few months ago I watched some of the sculpting videos here at eat3D and my sculpting have improved because of them. So yes, I consider myself a noob, spending my time to learn the different tools available....but with this scene I have actually stared using them.

User offline. Last seen 1 year 12 weeks ago.
Award Silver
Posts: 160

hey shakedown, the damstandard brush is a custombrush that is not contained within zbrush but it can be found here for example

http://www.dazmarshall.com/page/The-Dam-Standard-Zbrush-brush.aspx

Eye-wink

User offline. Last seen 8 weeks 1 day ago.
Posts: 204

WAIT !! lol

 

in Zbrush3.5 damstandard is included you can find it in the lightbox !!

yay I knew something! Sticking out tongue

and yeah your like rookie of the year right now Sticking out tongue (hope I come in second Eye-wink )

User offline. Last seen 1 year 12 weeks ago.
Posts: 24

Update Time!! Been away, so have had little time to work on this. So far I have created all the low poly models for the ones that I have sculpted. Now I have a better idea of where to go with the scene. At this stage I am sitting at 3472 tris but there is still plenty of room for optimization and I have used 4*512 maps.

Here is screenshot from within game engine!

scene1.jpg scene1wire.jpg

User offline. Last seen 7 weeks 14 hours ago.
Posts: 9

This looks realy nice, nothing to complain on modeling and texturing wise.
I am wondering if you can keep the polycount down, time will tell Smiling

User offline. Last seen 1 year 12 weeks ago.
Posts: 24

Hey Stromberg90....You are right. I am not sure how far I will get with my scene before I run out of polys but I think I should get close....but probably going to have to do something different about the floors for the other parts of the scene.

User offline. Last seen 8 weeks 1 day ago.
Posts: 204

hey shake? odd question but have you used decimation master to make your low poly's? that thing crunches the hell outa sculpts

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