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FRINGE. A playable Sci-Fi / Adventure / Walking Simulator


179 replies to this topic

#46
Chlowaii

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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!



#47
Spezzy

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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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#48
craigpayne2011

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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  :)

 

 

password

1b05



#49
Leooo

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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.

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#50
craigpayne2011

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Hi Leo 

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 



#51
Hann94

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It's looking sweeeeet! :D

 

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 



#52
craigpayne2011

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Hi han

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.

#53
craigpayne2011

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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 :)

 

dgWVVGm.png

 

In Engine

 

ppAsW26.jpg

 

 

cnAdTGw.png

 

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 :)

 

Cheers


Edited by craigpayne2011, 13 January 2017 - 09:59 PM.


#54
craigpayne2011

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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 :)

 

 

Zbrush

 

VDQulcx.png

 

Quick Quixel texture slap 

 

yecWO8k.png

In Engine 1

 

tNrbTdS.jpg

In Engine 2 

6DLOPaK.jpg

 

 

 

Some other WIP rocks.

 

mbkKc4A.png

 

tK9JQIX.png

 

BELOW: Unbaked horrible triangulated version of the sculpt above.

 

utzZq1L.png


Edited by craigpayne2011, 18 January 2017 - 12:55 AM.

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#55
ZombieDawgs

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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:

 

https://www.artstati...m/artwork/9zRna

 

You also need more vegetation on the ground. Localised foliage that would match the type of trees they're growing with, etc.



#56
LittleClaude

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Nice looking project.

 

Have you seen this material? it was made by a student - http://polycount.com...-battlefront/p1

eJt5Gdi.jpg

K60cY8x.jpg

 

Do you like it?

 

I said do you like it!!

 

Man what have I got to do it get an answer from you?  :angry:

 

Okay I really don't feel like helping now....... :sleep:

 

Ahh! you do like it :)

 

Okay download link in the "Read More" - https://www.artstati...m/artwork/9zRna

 

;)


Edited by LittleClaude, 18 January 2017 - 01:07 AM.


#57
Spezzy

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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:

 

GfIIMC8.jpg

 

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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#58
conorsully

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I could go on forever but, but my main gripe is that you really need to show (like neils example) how different materials in the environment are interacting with each other. 

 

If you are going to have any shots close the river, have a build up of pebbles or something along the shore, erosion on the rocks where they are close to water. Small details like this will really bring shots together.



#59
craigpayne2011

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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:

 

https://www.artstati...m/artwork/9zRna

 

You also need more vegetation on the ground. Localised foliage that would match the type of trees they're growing with, etc.

 

Hey Adam, thanks for the feedback and I agree with you regarding the sculpting of fine details, it does take many hours I know. But I tried slapping a mesh into SD and after 3 hours of frustration, got nowhere with it really. It's mainly due to my lack of knowledge in the software as a 'unique asset texturing tool'. If it were for creating unique tilables then I get that workflow. But everything I did on my rock pile just looked so bad. If you know of any good work flows for doing what you're describing, could you point me to them cos I browsed around for an hour and couldn't really find anything. It's knowing what nodes work best in Desinger for 'sculpting' with heightmaps, that's what had trouble with. 

 

The method I'm going for at the moment is getting the rock sets to medium detail, basically shaped and then, retopo, uv, bake, and then working with quixel to apply procdeural surfaces and textures to add in that extra detail. For some other rock sets I am still going to town in Zbrush too. (see images below)

 

 

Nice looking project.

 

Have you seen this material? it was made by a student - http://polycount.com...-battlefront/p1

eJt5Gdi.jpg

K60cY8x.jpg

 

Do you like it?

 

I said do you like it!!

 

Man what have I got to do it get an answer from you?  :angry:

 

Okay I really don't feel like helping now....... :sleep:

 

Ahh! you do like it :)

 

Okay download link in the "Read More" - https://www.artstati...m/artwork/9zRna

 

;)

 

 

 

I could go on forever but, but my main gripe is that you really need to show (like neils example) how different materials in the environment are interacting with each other. 

 

If you are going to have any shots close the river, have a build up of pebbles or something along the shore, erosion on the rocks where they are close to water. Small details like this will really bring shots together.

 

 

Thanks Connor and Neil for pointing us to this, as and when we have time, we will be attempting to implement it as it seems to be a very effective tool for increasing realism. The harsh transitioning we have currently is definitely too crude and noticeable and ruins the look.
And yeah as and when I have the time, I will be creating more Macro sets of rock pools (like the megascans 3d plates they make that you can use to blend between 2 objects (trees to ground etc). 

 

 

 

 

Here's another update.

 

So I've been scratching my head on what kind of rocky modular pieces to make and we really liked the look of staggered and layered rock with a combination of sheer rock / cliff faces to add to the harshness of the environment. 

 

Here's some screens of the progress so far. 

 

IXcIgvt.jpg

 

 

PCakjBD.png

 

WuHBxyL.jpg

 

xPWaHFr.png

 

tjXCohg.jpg


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#60
Leooo

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Those are some quite varied rock types you have there. Have you done any research on how different real life rock formations develop over time? I'm not sure some of those would be found next to each other. 






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