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 28, 2020
Ghost Dungeon wip
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.
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