Beaut, Craig. Only thing, got a Seam on one of those rocks at 0:20. But this looks incredible, man. Keep up the amazing work!
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Posted 11 January 2017 - 02:52 PM
So that's the submission video, combined a few walking shots with some pans/dollies etc. Final edit will be completely different, it's for showing off purposes more than anything. Some elements (rocks especially) are still greybox. The landscape material is pretty much at a point where it's finalised, and we'll be tweaking it through the instance material
Oh and music is temporary.
Edited by Spezzy, 11 January 2017 - 02:53 PM.
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Posted 11 January 2017 - 08:32 PM
And here's the slightly more polished version with some extra post processing on to make the textures pop a little more.
Please don't be afraid to critique and comment, we won't bite. Likes are nice but gnarly ruthless feedback telling us what feels out of place is much appreciated and makes us better artists
Posted 11 January 2017 - 09:12 PM
A few things -
- The transition between snowy floor and tree is pretty jarring. Maybe create a snow lump which you can position around the bases to smooth it off and imply snow gathering as it does in reality.
- There's no snow on the trees.
- The trees still have leaves. They're certainly not evergreen trees, and I suppose you could argue that it's an autumn snow, but the canopy certainly wouldn't be that thick.
Edit: You've also got 4-5 poorly placed trees at around 2:15
Edited by Leooo, 11 January 2017 - 09:16 PM.
Posted 11 January 2017 - 11:44 PM
Thank you for the solid feedback, I do like the idea of snow buildup at the base of the trees as yes it is too harsh of a transition.
Should have also mention that the trees are by no means final and are in there as more of a proxy layout but the plan will be to have semi snowy / frosty ish leaves.
In terms of 'keeping in line with reality', we're trying to keep it visually nice to look at as opposed to a baron landscape of just dried out dead trees which would get old quick, so it's more of a late autumn colour theme with a fresh thick falling of snow in the last few days kinda feel (not sure if that explains it). But there are going to be a mixture of leafy and dead trees.
cheers for the feedback Leo
Posted 12 January 2017 - 01:36 AM
It's looking sweeeeet!
The only thing that jumps out at me a bit is your ground plants. With some of them, particularly the larger ones, it's quite obvious they are made of two intersecting planes. Can be seen around the 1:13 mark of the video Ben posted.
Also that water material at 1:19? Daaaamn that's looking nice
Posted 12 January 2017 - 03:13 PM
Thank you for the feedback and duly noted
Was my first attempt at foliage and admittedly not my best efforts. Just needed it to look plant-y
Will be adding new hopefully proper looking foliage around middle of February. Gotta get all of the rock sets properly completed now.
Posted 13 January 2017 - 09:57 PM
Not a huge update today, wasn't in the best of moods. But managed to get some Rawwwk work done. So far just very rough sillouette sculpts, but liking the result in Engine. Need the world to feel more edgy and harsh.
C and C please
Trying to get this sort of rock going on but no matter which tool I use in Zbrush, always get that very scruffy looking chiseled look which is really annoying.
How do these artists get it looking this good? If anyone knows of some good tutorials, minus the Youtube ones (looked at nearly all of them), I'd love to hear from you. Even if it's for film / vfx etc, that's fine. Would just like some new learning material
Edited by craigpayne2011, 13 January 2017 - 09:59 PM.
Posted Today, 12:53 AM
Hey all just a small update on the progress I've been making with the modular rock system,
Watched a good few tutrorials and decided the most efficient use of time would be to sculpt quite generic boulder rock walls and then rely on the texturing process to bring out their 'rockiness'.
It's only the first texture pass but I think it's looking nice in engine.
Any comments and crit, please feel free
Quick Quixel texture slap
In Engine 1
In Engine 2
Some other WIP rocks.
BELOW: Unbaked horrible triangulated version of the sculpt above.
Edited by craigpayne2011, Today, 12:55 AM.
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Posted Today, 12:57 AM
Try putting them through Designer to add more height information. It's nice slapping a texture on them, but rather than spend forever sculpting in micro/mid details, Substance Designer would demolish it in a few hours.
Also look at adding this to your project:
You also need more vegetation on the ground. Localised foliage that would match the type of trees they're growing with, etc.
Posted Today, 01:05 AM
Nice looking project.
Have you seen this material? it was made by a student - http://polycount.com...-battlefront/p1
Do you like it?
I said do you like it!!
Man what have I got to do it get an answer from you?
Okay I really don't feel like helping now.......
Ahh! you do like it
Okay download link in the "Read More" - https://www.artstati...m/artwork/9zRna
Edited by LittleClaude, Today, 01:07 AM.
Posted Today, 02:20 AM
Thanks for the crit and the material thing will try that out, looks like exactly what we need
Been working on a spline system for placing tracks:
Textures and all that aren't final, just wanted to see how the spline worked with a sort of detailed textured on. Overall it just means we're going to be able to place tracks easily, need no additional meshes/texture maps and therefore use less resources
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