cyberpunk brutalism building

94 replies [Last post]
your0wnskills's picture
Posts: 158

Haven't been here in a while. Im working on a small little project, trying to make this brutalist building into a cyberpunk scene...I started sculpting on the pillar last night and wanted to know if I was going in the right direction..I plan on putting it maybe into unreal.

 

your0wnskills's picture
Posts: 158

 

making some hard edges

JBaldwin's picture
Posts: 2162

This looks like a really interesting project! It would probably take a bit more progress to really say whether or not it is "Going in the right direction", but just based on what I see so far, I can see how it could turn into a cyberpunk setting Smiling

-Jeremy-

your0wnskills's picture
Posts: 158

thanks, yea I love the style of brutalism..here is an update. I plan on doing this corner section and duplicated it a few times. I have a few more parts to go.

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your0wnskills's picture
Posts: 158

another view

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JBaldwin's picture
Posts: 2162

Cool stuff Smiling Never heard of "brutalism" before but the model is making good progress!

-Jeremy-

angelia's picture
Posts: 160

Good view so far!

your0wnskills's picture
Posts: 158

just another small update...keeps me motivated ha

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your0wnskills's picture
Posts: 158

small udate

 

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your0wnskills's picture
Posts: 158

FUN

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your0wnskills's picture
Posts: 158

another update

update01.png
JBaldwin's picture
Posts: 2162

Nice progress Smiling

-Jeremy-

your0wnskills's picture
Posts: 158

subtools ...i plan on doing more..some things to make it ...cyberpunk...any ideas?

your0wnskills's picture
Posts: 158

thinking this kind of mood

640x360_5325_classic_cyberpunk_city_2d_sci_fi_rain_future_city_neon_cyberpunk_blade_runner_picture_image_digital_art.jpg
JBaldwin's picture
Posts: 2162

Oh that is awesome! Laughing out loud

-Jeremy-

your0wnskills's picture
Posts: 158

working on some low poly versions of the models...the scene was getting crazy in zbrush...I felt like I was rushing models..so im going to start building the lowpoly models and do some baking and import it into unreal or cry engine

your0wnskills's picture
Posts: 158

I have a quick question..I built the low polygon model of this pillar by doing a retopoglizing in max...The result was ok...i decided to go back to the high polygon model and then I just went in zbrush and did the decimation master and got it around the same amount of polygons...and then brought it in max , unwrapped it and then used xnormal for the baking...i guess my question is..i get a better result with Decimation Master, though the model looks nasty , edge wise, but when i bake it, the bake comes out great......what do game companies want? isnt it all about the results of the model and not how pretty the wireframe is?  the picture is the result of the decimation master model.. at about 1580polygons

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your0wnskills's picture
Posts: 158

how can i make this better

columns.png columns01.png column01_occlusion.jpg column01_normals.jpg information.jpg editor.jpg
your0wnskills's picture
Posts: 158

Im missing so much detail from the zbrush version to my low poly normal + ambient version.

JBaldwin's picture
Posts: 2162

You could try to add detail maps and decals? Those are 2 good ways to push your model forward.

-Jeremy-

your0wnskills's picture
Posts: 158

i thought about mirroring the model...has anyone found a good way not to get that seam down the middle of a model when you mirror with normal maps?

your0wnskills's picture
Posts: 158

scratch that...so i figured out how to export a 3ds max cage into xnormal..and was able to adjust the cage as well in xnormal..its fun to learn ha

 

your0wnskills's picture
Posts: 158

After playing around with the Ambient Attributes in xnormal and adding a spec map I got a good result.

updatescene.jpg
your0wnskills's picture
Posts: 158

I have a strange question , I am looking at the high detailed version of the pillar in Zbrush with the Red Wax Material on it and it shows these beautiful details. Then I put a standard material and a lot the details are gone....so im guessing that the wax material has a higher specularity within the wax so the details pop more but still has to have geometry to bounce off of.....how can i get this detail to show up better when I bake a normal map...?

Didjitalus's picture
Posts: 167

you can make a normal from your concrete texture in crazybump or something similar and overlay it above your baked normal you should get some more detail then if you overlay above your baked normal don't forget to turn your blue channel off in the overlayed layer hope it helps. keep it up ^^

your0wnskills's picture
Posts: 158

decimationmodel..

decimationmodel.jpg
your0wnskills's picture
Posts: 158

Thanks for the reply.....what about when I bake from the high to low...shouldnt I be able to go those small details from the model?

your0wnskills's picture
Posts: 158

also,I am trying bake to render to texture for Ambient Occlusion map but my skylight wont let me cast shadows. I am using Nvidia Mental Ray Render.

 in 3dsmax 12

Didjitalus's picture
Posts: 167

are you sure your projection cage is set wide enough? and also if you are using xnormal for baking normals you probably are better off baking the ao in xnormal as well.

your0wnskills's picture
Posts: 158

im trying to figure out a good setting for xnormal AO baking,  i can never get that strong contrast, its always to white .

Anonymous's picture

I have a question about textures. So I have a good normal map and a good ambient map...for this concrete pillar, whats the best way to go about texturing it? I have the model in zbrush 4, should I do polypainting with brushes...or use the image overlay with real photos and paint that way....? i guess whats the best way to not ruin the information of the normal map and the ambient...? i find that when i take a picture of concrete in photoshop and overlay it onto the ambient, the ambient information gets lost...

your0wnskills's picture
Posts: 158

Whats the best way to texture this model? I have the high res still in zbrush 4. Should I use polypainting, or  spotlight, or photoshop with image overlays...?

 

whats the best way to not lose the information of the normal map and ambient map...when I use concrete images overlayed on my ambient map, the ambient information gets dull.

your0wnskills's picture
Posts: 158

I think I got the Nrm and AO looking pretty good in unreal, I put the rays at 8,192 for the AO bake and it seemed to get me the most detail at 2048 by 2048. Now its time to texture it.

 

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your0wnskills's picture
Posts: 158

just a slow unreal update

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your0wnskills's picture
Posts: 158

going to start working on the windows

your0wnskills's picture
Posts: 158

just been working on this today

updateview.jpg
JBaldwin's picture
Posts: 2162

Starting to take shape Smiling
-Jeremy- 

your0wnskills's picture
Posts: 158

thanks Jeremy, did some work on the windows........still thinking about the best way to texture the concrete..right now i just have the AO and nrm maps on it.

windowupdate..jpg
JBaldwin's picture
Posts: 2162

I have created a help thread for shaders in UDK. If you want, post in there any questions you may have and I will do my best to answer them to the best of my abilities Smiling

http://eat3d.com/forum/tips-tricks-and-free-videos/topic-unreal-shaders

-Jeremy-

JBaldwin's picture
Posts: 2162

Updated the thread with an example of a base concrete shader. Take a look and let me know on that thread if you have anymore questions. I would be happy to answer!

http://eat3d.com/forum/tips-tricks-and-free-videos/topic-unreal-shaders

-Jeremy- 

your0wnskills's picture
Posts: 158

thanks Jeremy, I checked it out, a lot to figure out. I might wait to make the final diffuse until the end...does anyone else do this process...trying to get the mood down first  with some basic lighting and basic props.

lightupdate.jpg
your0wnskills's picture
Posts: 158

decided to put a basic concrete texture and have the AO multiply over that layer.

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your0wnskills's picture
Posts: 158

just messing around with the meshes and made a few other buildings...i will go and create broken glass window models for the empty space..

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your0wnskills's picture
Posts: 158

started thinking of what else to do to it to make it cyberpunk, so i started taking from other images i found and put it in the scene..  any suggestions would be great...thinking about making it a bar , that was orginally some office building

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your0wnskills's picture
Posts: 158

another post, working on some things to make it look better, tomorrow I will work on the entrance and then start making the signs.

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JBaldwin's picture
Posts: 2162

Might be kinda cool to see a subway entrance right outside the building Smiling

-Jeremy-

your0wnskills's picture
Posts: 158

I could put that subway entrance to the left of the building...im going with an old bank being converted into a bar, im all about cyberpunk stuff

anotherupdate.jpg
your0wnskills's picture
Posts: 158

worked on a neon sign for the club..going to do the elven lady sign next

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your0wnskills's picture
Posts: 158

the idea is that its a downtown  cul de sac area, this was a bank a long time ago, then abandonment happened and now someone has turned it into a club....so ill be making the bricks today for the ground and then the side walk and then street pavements.....ill probably rip the ideas straigth from this reference for the ground and assets around it..

screenshot02.jpg screenshotskyview.jpg ref.jpg
JBaldwin's picture
Posts: 2162

Are you planning on doing the interior?

-Jeremy-

your0wnskills's picture
Posts: 158

just the exterior,  most of the models dont have a back to them.  I didnt build a roof either, since the player would see it. .. I have a question on the ground...going from the photo that I posted above. for the ground bricks..should i use the terrain editor..or should i just take a plane and use that?