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That's a very beautiful environment art 
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, vertex,
42 Posts,
Join Date Jul 2006,
Location Cairo , Egypt
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wow that is really good. solid textures you got there.
hmm, i dont know how that bridge is floating though. Seems like the posts that would go into the water got cut off.
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, line,
56 Posts,
Join Date Sep 2008,
Location Lakewood, CA
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really love this scene, still not a fan of the metal panels on the main building, they just seem a little wierd in placement and colour when all the rest of the colours and shapes keep such a strong neat appearance and colour palette.
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, veteran polycounter,
3,899 Posts,
Join Date Feb 2007,
Location UK cheltenham
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Gotta love those rocks  But it's missing one crucial element. A Skull and Crossbones flag/banner.
Other than that man. Top work!
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, triangle,
432 Posts,
Join Date Jun 2011,
Location Newcastle, UK
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Can't... stop... thrusting at the screen!
Fantastic work here, the only constructive thing I can think to comment about would be putting more emphasis into your speculars to help differentiate the material types between, metals, woods, stones, roof slate and rocks immediately close to the water. I know the textures do an impressive job of this already but give it a try if you've time.
Don't forget the support ropes for the bridges too.
I think the time spent on climb was well made, Even without that and your already spectacular portfolio, this piece alone could get you a job anywhere you choose.
The effort you've put into responding to the community and showing breakdowns of your process and assets is very commendable as well
*thrusts at the screen some more*
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, triangle,
349 Posts,
Join Date Nov 2009,
Location UK
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Wow this looks really awesome. The only suggestion I have is maybe add some more soot and wear on the canon bottom edge. The canon door can use some wear as well, maybe knock out the bottom of the door and show some splintering as if the canon nicked the door when firing. Great work though. 
Web: ronfreemancgart.blogspot.com
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, spline,
241 Posts,
Join Date Oct 2009,
Location San Francisco Bay Area California
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Very nice progress Romy! How do you keep your 2,5d zbrush canvas-base sculpts so clean? I always get a nasty line on the borders. I tend to take it in to a plane and do the actual sculpting there with wrapMode set to 2. But that's not very intuitive when your reusing already existing tools/objs.. Would be awesome if zbrush had an "offset canvas with numbers" like photoshop..
Everything stated by me is my personal opinion and it is not in any way related to Avalanche, if not stated so.
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, dedicated polycounter,
1,385 Posts,
Join Date Oct 2009,
Location Stockholm, Sweden
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Thanks everyone !
Lephenix -> i was at the HEAJ, Namur
Olli -> Whenever you want for that hug 
toxic -> no, i actually made the normal map of that moss with pixplant, translating the mask of the moss to NM and adding it to the base stone wall normal map.
DudeinCA-> the bridge is actually not done, i just reused a mesh to have a reference for the placement of the second island
Ged-> hmm you're not the first person who find them weird. I'll probably be going to remove them at the end =) thanks for your advice
Animesh -> if i have enough time after the rest of the island i will probably make a final pass on those canons. thanks for the advice =)
sltrOlsson -> actually to be sure i keep the tiling, i do a morph target on my planes on 2 axes, to align the geometry properly. You just have to make a store MT of your subdivided plane before starting to sculpt, and then push the morph target slider after you choose the right axes.
And again, thanks everyone for your comments, it helps keeping motivation ;)
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, line,
77 Posts,
Join Date Feb 2011,
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Just looked at your website, loved trulls winhall, cant seem to get your resume page to work at all (Im on the latest firefox)
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, veteran polycounter,
3,899 Posts,
Join Date Feb 2007,
Location UK cheltenham
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Quote:
Originally Posted by romy
sltrOlsson -> actually to be sure i keep the tiling, i do a morph target on my planes on 2 axes, to align the geometry properly. You just have to make a store MT of your subdivided plane before starting to sculpt, and then push the morph target slider after you choose the right axes.
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I'm sorry, but I'm not sure if I understand. You have your rock tools and put them down to the canvas right? And use the tile key to offset? Cause from there you can't have a morph target. Do you mean you save a MT on the plane you are projecting to? Cause you still end up with a seam from the canvas grab. I don't see how a MT would help?
Everything stated by me is my personal opinion and it is not in any way related to Avalanche, if not stated so.
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, dedicated polycounter,
1,385 Posts,
Join Date Oct 2009,
Location Stockholm, Sweden
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woups okey my bad, i see the misunderstanding. I was talking about sculpting rock texture on a subdivided plane using wrapmode. Anyway to avoid seams on the borders i simply make a best renderer in the Render menu (deactivate AO and shadows in the options). then export your doc and voila =)
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, line,
77 Posts,
Join Date Feb 2011,
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Okey, now I understand
But this, is it sculpted from a plane? I thought you reused your tools for that one?
Everything stated by me is my personal opinion and it is not in any way related to Avalanche, if not stated so.
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, dedicated polycounter,
1,385 Posts,
Join Date Oct 2009,
Location Stockholm, Sweden
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i actually used my rock tools on a 2.5 canvas, i then generated a displacement map with a grabdoc, in order to export a high poly mesh and bake an ambient occlusion map through xNormal =) (my workflow involve many uses of the ambient occlusion and the cavity map as masks)
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, line,
77 Posts,
Join Date Feb 2011,
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I think this is my favourite environment on the entire forum so far, it's going to be a killer piece once finished! gogo!
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, spline,
245 Posts,
Join Date Sep 2008,
Location CA-Irvine
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Love it man, can't wait to see it finished.
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, polycounter,
1,214 Posts,
Join Date Oct 2006,
Location Oakland, CA.
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I'm sorry to nag but don't you get a big ass seam when you use grab doc from 2.5D canvas? That's what I found to be the biggest problem with the tiling canvas in ZB..
Everything stated by me is my personal opinion and it is not in any way related to Avalanche, if not stated so.
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, dedicated polycounter,
1,385 Posts,
Join Date Oct 2009,
Location Stockholm, Sweden
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Thanks everyone =)
sltrOlsson -> nope sorry, i don't get any seams. Also, maybe are you using the smooth tool ? even with the wrapmode activated it generate seams on the borders
Update! :
- added a wall on the first island, next to the stairs
- water shader modified
- added some foam at the base of the island
- wooden and stone bridge between the two islands
- lighting update
- basic set dressing around the islands

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, line,
77 Posts,
Join Date Feb 2011,
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Splendid !
For me the only thing you need to add is some light here and here (like one or two torch) to add a bit of life. 
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, polycounter,
797 Posts,
Join Date Jun 2010,
Location Namur, Belgium
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I agree with Froyok some lights would definitely bring it to life and oh a pirate flag  or perhaps a dockd ship
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, spline,
244 Posts,
Join Date Nov 2009,
Location Philippines
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Damn man, I love this. Yeah maybe a few lights from the inside. Maybe a craggy old hangmans tree. But you are nailing this.
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, polycounter,
1,214 Posts,
Join Date Oct 2006,
Location Oakland, CA.
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words can't describe how awesome this is : |
also could you show some highpoly rock sculpts shots?
I'm trying to get to sculpt rocks similar to those but i really struggle with getting the shapes you have going on and i was wondering if they're all actually in the sculpt or just enphatized by the texturing (as you mentioned you use a lot of cavity and ao maps for masking when texturing)
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, spline,
138 Posts,
Join Date Oct 2011,
Location Rome, Italy
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wow! i must say! i love your works! just checked out your other stuff and those are great ones too! my only regret is that i can't see even more
you're a great talent man!
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, spline,
160 Posts,
Join Date Dec 2010,
Location Budapest, Hungary
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Holy shit that is beautiful! Texture work is unreal. I think the surrounding still needs something more though IDK
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, line,
75 Posts,
Join Date Apr 2011,
Location England
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This thread is full of awesome to a degree I cannot express it properly. Beautiful work! Brb need to find my jaw.
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, line,
53 Posts,
Join Date Jun 2010,
Location Hungary
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insane work man. The seam in the skydome in that first screenshot is so distracting though! >:/
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, polygon,
662 Posts,
Join Date May 2009,
Location Coral Springs, Florida
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