View Full Version : Ancient Temple in the Mountain (WIP)
Hi,
First, english is not my language, so, apologize blablabla :D
I learn a lot just by looking what you are posting here, and it's a great way to improve.
So, I'd like to show you my current project, wich is a UDK modular environment.
It's still WIP
Hope you'll like it. Thank you :)
Here are the first concepts I made
http://boboyog.free.fr/PolyCount/Temple/T1.jpg
http://boboyog.free.fr/PolyCount/Temple/T2.jpg
The UDK scene and a quick paintover
http://boboyog.free.fr/PolyCount/Temple/T3.jpg
http://boboyog.free.fr/PolyCount/Temple/T4.jpg
Some LP assets, the texture is a fake
http://boboyog.free.fr/PolyCount/Temple/T7.jpg
http://boboyog.free.fr/PolyCount/Temple/T8.jpg
http://boboyog.free.fr/PolyCount/Temple/T9.jpg
http://boboyog.free.fr/PolyCount/Temple/T10.jpg
And some High Polys
http://boboyog.free.fr/PolyCount/Temple/T14.jpg
http://boboyog.free.fr/PolyCount/Temple/T15.jpg
http://boboyog.free.fr/PolyCount/Temple/T17.jpg
http://boboyog.free.fr/PolyCount/Temple/T19.jpg
serialkiler
11-23-2009, 03:55 PM
hi nice work for the high poly u used zbrush ?
Rhinokey
11-23-2009, 07:29 PM
fantastic work, is it bad my fave part is how nice you did the block in and paint over?
Peris
11-23-2009, 07:33 PM
awesome! Seems like you have to right approach to your work, mocking up textures before finalizing anything =)
Shiraz
11-24-2009, 06:14 AM
I am jealous. Very nice sculpting work definitely a bookmark.
Oh thanks, really :)
Pelis you can't imagine how much time I spent on your portfolio thanks
Rhinokey, no it's not bad :p, and did you notice the incredible composition in the last picture? ^^ Thanks
I've got an headache with the f... projection cage of this pillar... arrrh
http://boboyog.free.fr/PolyCount/Temple/T20.jpg
Dippndots
11-25-2009, 03:39 AM
really nice hipoly's man sweet concept too
onionhead_o
11-25-2009, 08:28 AM
wut 3d program do u use for baking ur highpoly? ur screwed if u use maya.
Dippndots : thanks :)
Onionhead : I use Max, but this step is a real pain... I still have trouble with retopo and baking... I suppose everybody does :D
I'll try Xnormal one day...
Is it harder with Maya?
Fishypants
11-25-2009, 06:37 PM
wut 3d program do u use for baking ur highpoly? ur screwed if u use maya.
Only if you don't know how to use Maya properly . . . I have no problems.
imb3nt
11-25-2009, 07:21 PM
Should be relatively easy... as long as your mesh is fine before you export to obj, xnormal should be a cinch.
Rhinokey
11-25-2009, 10:32 PM
the cage is always a tedius problem for me on complicated meshes, i found that settin the cage to shaded an settin the viewport to flat helps me see where its intersecting
also go down in your stack an select the geo for the low and hide it, you dont need it for baking and it makes seeing the cage better
I didn't know i can hide the low poly! Does it solve the occlusions issue during AO baking?
otherwise, I finally tried Xnormal, and I think the result is pretty good... There's still some problems with my UVs layout, but I'll fix that later. I need to continue ^^
Here is the low poly, could be lower maybe...
And Ingame.
http://boboyog.free.fr/PolyCount/Temple/T21.jpg
http://boboyog.free.fr/PolyCount/Temple/T22.jpg
nice lighting, looks like its going well
onionhead_o
11-26-2009, 08:35 AM
Only if you don't know how to use Maya properly . . . I have no problems.
well, i might be wrong since i havent did a lot of bakes in maya but so far, i have to say its inferior to max's render to texture. where max accepts a object as a cage. another good thing is that max's push for the cage is interactive. dont take this as a offense. im just saying.
Mind sharing your maya baking workflow. i curious to know wut is the best way to bake NRM in maya cuz im learning maya too.
mathes
11-26-2009, 09:46 AM
This is coming together brilliantly, very inspiring. I'm really loving the details and quality of shapes in your sculpts. Keep it up, can't wait to see more.
CheeseOnToast
11-26-2009, 10:39 AM
well, i might be wrong since i havent did a lot of bakes in maya but so far, i have to say its inferior to max's render to texture. where max accepts a object as a cage. another good thing is that max's push for the cage is interactive. dont take this as a offense. im just saying.
You don't need to show the object at all in maya for the bake to work. Both high and low poly can be hidden. The envelope slider is also interactive. Maya's normal map baker is VERY good, but the AO one is awful.
SHEPEIRO
11-26-2009, 05:32 PM
looks sweet, really nice HPs, i hope you add a softer element like sand/snow/veg to soften and blend all those angles
Oh thank you.
Shepeiro : Yep, i want tu put some snow on the corners...
I apologize for not answear to everyone, but write in english is sometimes harder for me :)
The arch highpoly, working on the low poly.
http://boboyog.free.fr/PolyCount/Temple/T24.jpg
pretty good portfolio man, unfortunately for some reason is very slow to load the images there, maybe server is not that good?
Thank you :) ...
Yeah, the server is really slow, it's kind of randomly, actually...
I need a real domain, with a good bandwith.
Progress : Low Poly (still some issue, and the shape is not good right now, the arch seems too weak) and ingame :
http://boboyog.free.fr/PolyCount/Temple/T25.jpg
http://boboyog.free.fr/PolyCount/Temple/T26.jpg
http://boboyog.free.fr/PolyCount/Temple/T27.jpg
http://boboyog.free.fr/PolyCount/Temple/T28.jpg
wow this is coming along nicely keep going!
little update, I need to work more on this... I spend too much time on tweaking lightmass values :D
http://boboyog.free.fr/PolyCount/Temple/T30.jpg
http://boboyog.free.fr/PolyCount/Temple/T31.jpg
http://boboyog.free.fr/PolyCount/Temple/T29.jpg
bmasterson
12-02-2009, 02:42 PM
I love the design, but the one thing I keep thinking is how is something this old not damaged.
Dippndots
12-02-2009, 02:43 PM
looking awesome, nice paintovers
Dippndots, thank you :)
The place is damaged, like it is in the paintover.
At this moment, the scene is not complete, as I work with iterations.
Later, i will add some damaged pilar, rocks, dirt and snow. There's also a cree on the side, and a part of the temple is burried. The hole in the roof is due to the time, too.
JasonLavoie
12-02-2009, 05:54 PM
I'm getting such an Ico / Shadow of the Colossus vibe from this man, this is some great work (love the last paintover... damnnn).
Can't wait for more.
Sorry for being so long to answear. I'm really happy if it feels close to Ueda games.
Thank you :)
Little update, next step, the statue...
http://boboyog.free.fr/PolyCount/Temple/T38.jpg
Really nice, this.
Can't wait to see this finished--
RickFX
12-10-2009, 05:06 AM
bookmarked the thread ;)
and with the statue
http://boboyog.free.fr/PolyCount/Temple/T39.jpg
r4ptur3
12-10-2009, 04:18 PM
has the statue been UV'd yet, or is the shader just to show the object without the default checker on it?
The temple looks awwwwwsome. I'm assuming the statue it going to get it's own texture :) Keep going!
Dippndots
12-10-2009, 05:10 PM
looking better and better
SHEPEIRO
12-10-2009, 05:39 PM
looks great,
hope your looking to break the rhythm of the brickwork with damage after completing it, adding somthing of a different hue will be inportant aswell such as snow, sand or veg
andybozo
12-10-2009, 06:19 PM
love it, very nice tiles you've made for this peice!
Thank you :)
R4PTUR3 : Yep, the statue has just a flat mapping UV, I just wanted to see how it works all together. Actually, the whole scene has a fake texture, for the moment all materials are made with the same tiling diffuse multiply with the AO, so the scene seems flat right now, with a lack of contrast. I'll try to work harder to go faster...
Sheipeiro : Yes, there will be some break pillars, stones, and some props to add variations. And as I said, every asset has the same texture for the moment. I just need to look how the scene works in terms of space...
I really don't know if it's the better way...
And I plan to add some snow.
Andybozo : Thank you. I'm happy because there is not that much, and it works pretty well I think, I'm going to add break pieces, and smaller props.
cycloverid
12-11-2009, 08:11 AM
I love where the lighting is going for this. And the concepts show a lot of interesting ways you could could go with this. This almost feels like a whole level?
It's a pretty busy scene at the moment, but you'll fix that. I also really hope you spend a good chunk of time making that central statue as grand as it is.
This is a small area, yes. You can walk in and go in the corner, but it's small for a level...
What do you mean by busy? Too much detail and lack of composition? That's right, there's no emerging element wich really stands out. I think it's partially due to the texture and colors for the moment, and I need to structure everything. And work on the statue...
For the statue, well, yes, i'll spend all the time i'll need on this, as i want it as the real focus...
cycloverid
12-11-2009, 09:22 AM
The fact that you use the same texture over everything is giving you the most busy details. Obviously you'll fix that. I think ultimately you'll want to have brick-areas where there isn't such a consistent relief. For instance, sand creeping into the cracks (and just erosion in general) creating less black lines cutting through the forms. This will also add to the grandness, as shapes will appear larger and less divided.
Anyway, just clarifying. It's coming along well.
no needs to clarify, I really appreciate you taking time to give advice. Thank you :)
Jet_Pilot
12-11-2009, 12:55 PM
I love the design, but the one thing I keep thinking is how is something this old not damaged.
Your assuming the characters are in the year 2009. The year could 600 B.C. to the people in the game
Thewiruz
12-11-2009, 03:41 PM
Looks great!!
can you tell me if you used any custom aplhas for this sculpt?What brush did you use?
http://boboyog.free.fr/PolyCount/Temple/T15.jpg
Looks avesome !!
Wayfa
12-11-2009, 07:17 PM
:thumbup::thumbup::thumbup:
awzumm enviro work around here...
I ll be watching closely :)
Gallows
12-11-2009, 07:19 PM
The environment and ambiance is amazing dude. I cannot wait until you finish that main statue. Also the high poly work is superb. About how long did each one of those take?
Hi
Thanks really for the reply, it gives me motivation...
TheWiruz : I used custom alphas with displacement or track brushes, or projection master for some pieces, like the pilar with the dragon head (the scales) or the arch.
For the stone, i used two brush : clay with alpha 28 zsub, and then flatten in some areas, and i repeat until i get the result i want. Then I use a projection of stone custom alpha.
Thanks to Kevin Johnstone's threads :p, when I stop crying because he's too good, I can see there's a lot of things to learn everytime he writes something...
Gallows : It takes two days, on average. There's nothing really incredibly complex here. For the statue, i think it'll get longer because i'll try to put more detail in the basemesh...
crazyfingers
12-12-2009, 06:38 AM
love the sense of scale, thought the huge stones on the left side seems a bit too big. The lighting's really coming together, you should try to get some moke bright light hitting the statue area. That bright rigid sheen really sells your rock texture. It's a bit flat color-wise, some hints of green on the outsides would go a long way to break the "quake" brown you have going on, a touch of moss or lichen growing on the stone could add some color variation too once you bake in some light mass. I'm tempted to suggest some kind of hanging vines or something, just to fill the scene in a touch, nothin' major though.
Once you get those statues in and work in some more sculpted detail this scene's going to be a great portfolio piece, keep it up :D
Thanks for the advice.
You're right, the scene needs some colors variations. I don't know if i'll put foliage, maybe some roots. The scene is settled in an ancient cavern, it supposed to be very cold. So there will be some snow, frozen rocks, something cold...
I'll finish the statue's high poly and then work on some textures...
A little update, I work slowly, because i'm on several things, but i keep going, and the comments really helps. I didnt expect such good reactions.
I'll work on the stone, right now it's the same asset at differents size, not really good... I made the colors colder too.
But, it's still a waste of time, because the texture is still quite brown, plus the Unreal sand texture (it will be replace later ^^). I play with UDK when i'm bored to work on 3ds... :p
And the basemesh for the statue.
Thank you.
http://boboyog.free.fr/PolyCount/Temple/T41.jpg
http://boboyog.free.fr/PolyCount/Temple/T42.jpg
looking epic as usual.
Can't wait to see this finished..
teaandcigarettes
12-14-2009, 01:24 PM
Sick stuff Boyo,
I'm absolutely digging that statue. Can't wait to see it fully detailed :)
Generalvivi
12-14-2009, 03:03 PM
That's pretty freaking sweet! loving it!
Gallows
12-14-2009, 03:04 PM
You, are the king of sexy modeling.
bmasterson
12-14-2009, 03:46 PM
I've got nothing really useful to offer here. You might take a look at Shadow of the Colossus for more ideas. Keep us posted. :)
Thank you :)
(I suppose I'll try something else next time... like "hello", or...)
Ico, Shadow of the Colossus and Trico are great great greaaaat inspirations.
Little Update...
http://boboyog.free.fr/PolyCount/Temple/T43.jpg
dudealan2001
12-15-2009, 01:17 PM
holy balls nice work
some foliage growing in cracks would be pretty amazing
it would also add some color variation.
also some moss and ivy in specific.
this is turning out really kick ass dude!
whoa, this turned out better than I expected. VERY nice work..
Thank you :)
I tried to make some renders of the high poly...
http://boboyog.free.fr/PolyCount/Temple/Vue1.jpg
http://boboyog.free.fr/PolyCount/Temple/Vue2.jpg
http://boboyog.free.fr/PolyCount/Temple/Vue3.jpg
Model looks fantastic!
As for the render, the very exaggerated DOF makes it look tiny. Also, a cool tip for making stuff look more "real" after you render your picture is to slap on some chromatic aberration in photoshop.
goto filters>distort>lens correction and pull the slides.
Oh and a slight colour correcting helps make B/W pop aswell.
example: http://i47.tinypic.com/6rizjp.jpg
wow, it looks better, I'll try this, thank you.
imb3nt
12-16-2009, 03:58 PM
Holy crap this looks awesome. Very inspirational stuff.
Dippndots
12-16-2009, 07:41 PM
yeah this is awesome the attention to detail on that statue is nuts
Dallas Robinson
12-17-2009, 06:13 PM
okay, maybe I'm a nimrod but can someone tell me are his low poly shots from his max/maya view port or is he using an engine?
r4ptur3
12-17-2009, 06:23 PM
I believe he is using the UDK (and quite well, i might add)
Hi, Hi Poly rendered in Max, Low Poly with UDK :)
Oh and something i forgot to add earlier, please don't overdo the chromatic aberration, it has to be barely spottable :)
And the low poly ingame (UDK)
http://boboyog.free.fr/PolyCount/Temple/T44.jpg
http://boboyog.free.fr/PolyCount/Temple/T45.jpg
http://boboyog.free.fr/PolyCount/Temple/T46.jpg
buddikaman
12-18-2009, 04:20 PM
Awesome!
-Buddikaman
PhilipK
12-19-2009, 02:39 AM
Looks incredible! You really got a great feel for this kind of materials.
As you had planned already adding some snow and stuff could really break up the scene nicely as well. Especially if it's made in kind of a gradient towards the top imo :)
Looking forward to see more!
cycloverid
12-19-2009, 04:17 AM
That lighting going on behind him looks orgasmic! Love how it subdues the contrast behind him, making him pop.
Forgive my foolishness, but is that just an alpha? (I can see some clipping going on at his shoulder).
Very cool.
PS: Yet another good example of Unreal's weak normal maps. Just noting!
alexl
12-19-2009, 04:32 AM
Amazing, looking forward to the finished product
More segments on the hat, and its ready for glory!
crazyfingers
12-19-2009, 08:29 AM
You think about throwing torches in his eyeballs? Might look kick ass.
brandoom
12-19-2009, 08:48 AM
Too awesome, great work! You should look into throwing something over those seems in the arches.
Love it though, the statue is, bad. ass.
Ryan Smith
12-19-2009, 11:21 AM
this is amazing
onionhead_o
12-19-2009, 11:28 AM
damn i have to say this scene is looking very badass.
randin
12-19-2009, 12:35 PM
wow coming along fantastically. great attention to detail and has a great hand chiseled feel to.. everything!
teaandcigarettes
12-19-2009, 02:08 PM
Getting more and more awesome boyo.
Any crit I can offer your right now is to add some colour variation. The scene is very monochromatic at the moment.
Other than that, it's absolutely amazing :)
Yep, you're right. I'll work on the texture before I continue something else...
Stertman
12-19-2009, 04:59 PM
oh man.. this is going to be freaking awsome:D statue looks epic=D!!!
Dippndots
12-19-2009, 06:39 PM
this is ridiculously awesome, strong work man
Just to answear to everybody, it is very motivating, and i did'nt expect this.
Cycloverid : the light is a mesh, with an Unreal material... I'll try to fix that, thanks.
PhilipK : I hope it'll work with the snow, I'll begin some texturing and see how it goes...
Bbob, yep, you're right, I'll fix that too
One more time, thank you :)
Ok, this is my progress, last post until January... Merry Christmas and Happy new year :D
http://boboyog.free.fr/PolyCount/Temple/T48.jpg
http://boboyog.free.fr/PolyCount/Temple/T49.jpg
http://boboyog.free.fr/PolyCount/Temple/T50.jpg
http://boboyog.free.fr/PolyCount/Temple/T51.jpg
Excellent work!
With some more colour (as was suggested, green foliage would look great), and some more environmental effects/lighting, this will be amazing!
Alberto Rdrgz
12-22-2009, 10:15 AM
AWESOME WORK! bro! i wish i hand more hands to give you 4 thumbs up!!
Devin Busha
12-22-2009, 11:35 AM
Great work man! I'm really digging the lighting. This scene has come a long way. Keep it up! :D
Shogun3d
12-22-2009, 02:17 PM
Fantastic! Keep pushin' it. Looking forward to seeing more atmospherics, secondary lighting, post effects and all. Good luck!
brandoom
12-22-2009, 02:38 PM
Wow this is hawt! lol.
Can't wait till January to see your updates. Woot.
Ryan Smith
12-22-2009, 03:02 PM
i'm jealous.
teaandcigarettes
12-22-2009, 03:11 PM
Sweet stuff boyo :)
Push the lighting even more and you will end up with a great piece in your portfolio.
Damn, I really have to speed up with my own stuff :P
morganjames
12-22-2009, 03:35 PM
looks nice
Nitewalkr
12-22-2009, 04:06 PM
Really nice concept, and your work is awsome!
Keep it up, will look forward to see more work from you. This thread was also help to those who "watch and learn."
Thanks for posting.
Yay color! I like the little bit of red.
Sean VanGorder
12-22-2009, 06:18 PM
Damnnnnnn. I love it. I think it would look even better with some foliage here and there, which was already suggested.
killingpeople
12-24-2009, 06:56 PM
http://dl.dropbox.com/u/192198/crit_27.jpg
Wowza! I want to see that main statue explode! (as it's the main-focus of all the pics I expect something awesome to happen) :poly121:
Awesome work man, but i feel the lighting can be pushed more. Theres alot of pitch black areas that could do with some fill lights, also wheres the orange light coming from in the last screens you posedt?
Minos
12-25-2009, 11:12 AM
Amazing work! I'd love to see more foliage here and there though!
Hi everybody...
End of the holidays and my stomach has more than suffered, but, anyway, i'm back and ready to rumble... arf...
So, i'll update the thread soon...
Thanks for all the comment, again, and to answear :
Orange lights are brasero's, it still doesn't exist...
Nitewalkr : I'm happy if you can learn as much as i learn myself with this scene... Sometimes I wonder if some updates could be useless, but...
KillingPeople : ok with the paintover, I plan to add foliage, finally. This wasn't my idea first, but i'll try. And the "gargoyle" is a really good idea too.
See you soon...
Zephiris
01-04-2010, 05:34 AM
That's a very impressive scene, great work^^
I think it would add even more to the overall feeling of the place if you added just a little bit of greenery, like maybe a few spots of grass or moss where the light shines through. That would provide some color variation. and maybe just a few spider webs. Just a suggestion, keep it up :)
Edit: oops... sorry i kinda missed that last post about the foliage, so nvm ^^;
Ben Apuna
01-04-2010, 06:00 AM
Awesome work, that statue really kicks ass. Looking forward to seeing some foliage and a bit more light in there.
Thanks.
Update, It's hard to know what to do... A lot of things but...
I made a quick paintover, the progress, and a little video.
I used the fantastic work of polycounters on the "ice and snow of Uncharted 2" thread. Really wonderful, thanks a lot, in particular Laurence Corijn, aka xoliul...
Thank you soooo much.
Current task : braseros, Ice and snow material, finish the wall...
The video
http://www.vimeo.com/8574290
Fiou...
http://boboyog.free.fr/PolyCount/Temple/T53.jpg
http://boboyog.free.fr/PolyCount/Temple/T54.jpg
Awesome work, this looks like a tomb raider level from one of the latest games and they had some really breathtaking environ art. At any moment I'm expecting Lara to swing up onto that statues head and pull a lever but she needs some ropes and a few vines :)
dudealan2001
07-26-2010, 11:10 PM
Holy crap dude your still going damn just when I thought it couldn't get better.
Bishop
07-27-2010, 12:05 AM
Sometimes your statues creep me out, but then it reminds me how damn awesome that looks. Keep it up!
mkandersson
07-27-2010, 01:22 AM
WOW crazy nice! Its a really scary looking statue. Me like!
GarageBay9
07-27-2010, 03:13 AM
http://boboyog.free.fr/PolyCount/Temple/T53.jpg
Something's missing. Can't quite put my finger on it.
...wait, I've got it.
http://img651.imageshack.us/img651/8028/paintoverspoof.jpg
There we go.
:poly121:
vBulletin® v3.8.4, Copyright ©2000-2013, Jelsoft Enterprises Ltd.