Tuesday, July 28, 2020

Ghost Dungeon wip


Textures, set dressing, lighting, and VFX still very much in progress. This week I'll be polishing all the textures everything still feels very flat to me so I want to add a lot of variation overall as well as I'm having some weird stretching in UE4 with some of the normals so I need to figure that out. I will be flipping the walls around in a lot of different ways as well as just refining overall general placement of everything.

Overall I'm pretty happy where I am but there's a lot of work left to do! I plan on showing this as a WIP at industry review and polishing it along with a few other environments over the break.

Tuesday, July 21, 2020

Ghost Dungeon Retopo, UV, & Bake




Finishing up the bakes in marmoset. Still need to do a few tweaks to get everything to bake correctly and not get cut off but im excited to start working in engine and texturing!

Monday, July 13, 2020

Ghost Dungeon Hi-Poly










For the most part I am done with the Hi-Poly. I just have to apply the alphas I made to go ontop of the full archways, do a little edge damage to the pillar that I applied the same alphas to, and lightly applying the rock alpha to the gate. Presenting these in unreal was supposed to happen but I didn't account for how long decimating so many 80 million poly tools would take. I'm really happy where I am at and I will quickly finish up the low poly within the next few days and then move onto texturing which should mostly be done by next Tuesday.

Monday, July 6, 2020

Ghost Dungeon Stone





Stone Alpha for ZBrush






This week has been mostly really looking into the detail levels of rocks and seeing what is necessary/what reads best from a distance as well as finishing up the main archway and walls. I made an alpha in designer/photoshop to stamp the rocks for larger detail in ZBrush as well as a material to help texture it later on and add tertiary detail. I'm a little behind my intended goal but I think its important that I took this time to understand edge damage/rock detail.


Here is one of the references I am looking at in terms of edge damage. Really want this scene to look more realistic so lots of shapes are needed.



Monday, June 29, 2020

Ghost Dungeon Week 03

In progress hi-poly pieces.

These are the main structure pieces that will be baked onto planes once the high poly is done. 


Still working on the high poly but I have made a lot of progress and am happy where I am. Planning on finishing all the high poly by Thursday, then I will start making my rock material in Designer. Really excited to set this whole scene up!

Monday, June 22, 2020

Ghost Dungeon Week 02


Finished the low poly and I am now beginning the sculpt. I took a lot of time to make sure I have all the parts that I will need for this project to make an optimal modular set along with trying to figure what I will do for the small details of the illustration. I have been updating my schedule from last week accordingly. I purchased an embellishment brush pack and found some rock damage brushes as well.

Resources:

https://www.artstation.com/marketplace/p/pJR/zbrush-60-ornament-trim-brushes-vol-1
https://www.artstation.com/artwork/5zLLg

Monday, June 15, 2020

Ghost Dungeon Week 1





1 Fire pit
4 Pillar block stacks (will be made on a plane as an alpha to use in other areas)
1 half archway
1 full archway
1 Chain
1 chain hook
5 Wall pieces
1 gate side support column
1 Gate inner column
1 Gate
1 embellish panel for sides of gate and pillar
2 stone floor modular pieces
large and small piece of rubble (use a brick for each as starting point)
1 rock designer material
Fire/Fog engine vfx
Ghost either a cutout on plane or sculpt with shader

Sculpting:
edges/gashes to make sides unique
embelished tops from brush
2 pillar stacks
1 archway header (take alpha from crow stack)
rubble

Next week: everything blocked out and imported into zbrush

For this project I really want to master trim sheets and modularity. At first I thought I was going to do all the bricks in designer but thinking about it, it would be difficult for me to match up my sculpt and designer meshes seamlessly as well as in the interest of time, so I am deciding to just do the base rock material in designer that I will apply to my low poly meshes that i bake hi poly edgy damage/cracks onto.