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Japanese Zen / Stone Garden

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tristamus polycounter lvl 9
Hey guys.

So, this will be the piece that demonstrates everything I have, all I've learned. It's going to probably take me 2 months to finish this by myself, with all the hours at work I have and all the crap I want to put into it.

I've been doing really rough top down sketches to help myself understand what kind of composition / layout I should be going for, and trying to obtain a sense of scale of how things should be. I'm not a concept artist by any means ;p I'd like people to point out what could be a more interesting composition / add elements / take away things, whatever. Since this is a top down image, the sense of different elevations of the land is hard to distinguish, but I plan on having that come into this somewhere along the way.

concept2m.jpg

I'm trying to include as many interesting elements as possible, and get the best layout I can before I start anything in 3d.

My plans are to take all the meshes I make into UDK, and create materials, lighting etc all in UDK. I want this to be real-time friendly, however, I'd rather have more poly's than not to get the detail across.

The idea of building modular for any environment seems like the best idea, but I know almost everything will have to be unique, save the trees, stones / rocks, and maybe a few other things.

Here's a gallery of my current online reference. I'm using many books as well. If anyone else knows of any other really good examples of this kind of imagery, let me know please!

http://img51.imageshack.us/gal.php?g=1127m.jpg

Help me out guys. I'm really devoting my life to this now.

Thanks =)

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  • Matroskin
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    Matroskin polycounter lvl 11
    Sounds like a good idea.

    Some personal suggestions/thoughts:

    1) In my oppinion a project the purpose of which is artistic showcase will not depend much on how well the top-down plan is thought (if any at all).
    The impression from such enviro is mostly affected by a different kind of composition. This is "view composition", e.g. what and how the shapes and colors are seen from actual
  • HughieDM
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    HughieDM polycounter lvl 7
    This looks like a great piece to come
    I second Matro, look through your reference which you have collected a great bit of and pic out things in them that can be used over and over again in your scene
    I like to build a list and then work through it
    keep goin cant wait to see the final piece
  • tristamus
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    tristamus polycounter lvl 9
    Thanks a lot for that guys!

    The biggest challenge for me is getting to know how things are laid out. I'm dying to just start making the assets, but I didn't want to get ahead of myself.

    I was thinking just that, Matro...get my rocks, bushes, etc all going, so I have something tangible to work with. To be honest, the conception part kills me. I need 3D as quick as possible, I just work so much better with it.

    So I guess I'll shift my gears into making the rocks first, as they are such prevalent pieces throughout the environment.

    Will be posting updates as soon as I get a few meshes going (In between my stupid work hours!).
  • Em.
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    Em. polycounter lvl 17
    It's great you're planning ahead, Maybe you should try to make blockout pieces first, pick out a camera angle or two that you'll want to show, and then go from there. Figuring out what you will need for your scene will be much easier that way and the whole thing will be less daunting.
  • tristamus
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    tristamus polycounter lvl 9
    ROCKS!!

    rocksr.jpg

    Lol...I know, no big deal.

    I'm just moving along, trying to keep motivation up, and do at least one piece a day. I figured that since rocks, stones etc are so prevalent in this environment, I'll make a modular ground piece that I could maybe place under the flowing river / stream that runs under the bridge. It'll easily be duplicated etc, so, that's 1 down, tons more to go lol. Oh, this piece is about 3k tris.

    I plan on producing all the pieces for the environment with more "beauty" in mind than anything else, but ofcourse I'd still like it to run well during play.
  • Oniram
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    Oniram polycounter lvl 17
    for something like this you should definitely dabble into mesh paint. it could really help you add some extra detail in a lot of areas.
  • tristamus
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    tristamus polycounter lvl 9
    Oniram wrote: »
    for something like this you should definitely dabble into mesh paint. it could really help you add some extra detail in a lot of areas.

    Oh, yeah, trust me man, I've been dabbling with mesh painting a lot lately, thanks to 3D motives' adv mesh paint tuts...I can't wait to be at the point where I can use it! :)
  • MattQ86
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    MattQ86 polycounter lvl 15
    Cool rocks bro.

    Even though they're going to be under a stream you might want to break up the pattern with some smaller props (grass, lilly pads, on the other rocks etc.)
  • tristamus
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    tristamus polycounter lvl 9
    MattQ86 wrote: »
    Cool rocks bro.

    Even though they're going to be under a stream you might want to break up the pattern with some smaller props (grass, lilly pads, on the other rocks etc.)

    Tank you. :)

    Nah I totally agree with you Matt.

    The way I'm planning to deal with this environment is to just have tons of modular pieces and sets that I can mix together and throw on top of one another. I'm going for max detail, brah.
  • tristamus
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    tristamus polycounter lvl 9
    Will post updates soon.
  • tristamus
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    tristamus polycounter lvl 9
    Still just getting things ready, getting my workflow down for this project, etc. Made some materials in UDK, a rock (lol), and made some instances of materials for use as textures elsewhere. Still a LONG way to go.

    More rocks...lol...

    damnrocks.jpg

    A rock wall...

    rockwall1.jpg

    Misc...

    morestuff1.jpg

    I have a feeling I'm gonna be pretty decent at making rocks by the time I'm done with this...lol...

    My next pieces will be...MORE ROCKS! =) After that, I'll be making the stone path / stones for the walking paths. I probably won't get to making the bigger pieces like the bridge, house facade, etc until after I'm sure I am done with all the most modular pieces.
  • Steve Schulze
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    Steve Schulze polycounter lvl 18
    That cluster of rocks you've got looks pretty decent, but doesn't seem at all suited to a rock garden - the rocks are all dirty and vary greatly in size. They'd be great for a river bed, not so much for a Zen Garden. The whole point of a zen garden is to have nice white, consistently sized gravel so you can rake sweeping patterns into it and whatnot.
  • tristamus
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    tristamus polycounter lvl 9
    Jackablade wrote: »
    That cluster of rocks you've got looks pretty decent, but doesn't seem at all suited to a rock garden - the rocks are all dirty and vary greatly in size. They'd be great for a river bed, not so much for a Zen Garden. The whole point of a zen garden is to have nice white, consistently sized gravel so you can rake sweeping patterns into it and whatnot.

    Hey there man, thanks for the c&c!

    I completely agree with you. The super-sized rock there is just to see how well the texture holds up, and who knows, maybe I'll have it jutting out of the ground in the forest somewhere etc =D

    As for what you just said, totally true. All this stuff currently will probably be somewhere along the river / streams' side or actually underneath the water, hence the discolorations. But definitely going for what you said as well! My next pieces, the actual stones for the walking path, will reflect that.
  • hawken
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    hawken polycounter lvl 19
    You're welcome to pooh-pooh this idea but I would recommend modelling your Zen Garden from something that already exists. Like Ryogen-in from Kyoto. Its the most famous in the world and one of the oldest at 509 years old.

    The problem being, it takes years of research and probably a lifetime of study to create your own Zen Garden, being such a highly specialised subject with infinite amounts of nuances.

    You get all that knowledge for free modelling something that already exists.

    u2.jpg
    (Ryogen-in)

    To help you google, Zen Garden in Japanese is 石庭 (Rock Garden)
    龍源院 is Ryogen-in (famous example)
  • tristamus
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    tristamus polycounter lvl 9
    hawken wrote: »
    You're welcome to pooh-pooh this idea but I would recommend modelling your Zen Garden from something that already exists. Like Ryogen-in from Kyoto. Its the most famous in the world and one of the oldest at 509 years old.

    The problem being, it takes years of research and probably a lifetime of study to create your own Zen Garden, being such a highly specialised subject with infinite amounts of nuances.

    You get all that knowledge for free modelling something that already exists.

    u2.jpg
    (Ryogen-in)

    To help you google, Zen Garden in Japanese is 石庭 (Rock Garden)
    龍源院 is Ryogen-in (famous example)

    Thank you so much hawken...no, I won't pooh on your idea at all, because in all honesty, coming up with my own zen garden layout is something I knew would be a major hassle! I was gonna just go off of all my reference, but didn't have a solid understanding just yet of what the composition / layout of the garden should be.

    So thank you =]
  • crazyfingers
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    crazyfingers polycounter lvl 10
    Interesting scene choice, choosing an organic scene, but one with so much rigid structure and rectangular composition. Why the heck didn't i think of this?!

    Some very nice rocks derived from photo reference! I could see this scene looks very nice if you keep this quality level up and find some clever ways of repeating these assets, for a very orderly garden like this it shouldn't be too hard. Do your rock assets currently tile? Doesn't look like they do from the outer shape of the mesh and texture. That should definitely be one of your core concerns right now. Once you have just a few very tileable meshes/ materials you can slap this sucker together in no time.

    Also, are you planning on using other techniques for creating a tiled walkway or other more orderly rock formations? Going out of your way to hand craft everything for these types of surfaces (tiled walkways, tiled decorative rocks) definitely makes it easier to tile them and you can often get more bang out of your normals/ displacement maps without having to use so many tris.

    Anyway, interesting thread and subject manner, curious about the techniques you're using and where this is going!
  • tristamus
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    tristamus polycounter lvl 9
    Hey crazyfingers, thanks for the words!

    I definitely intend to get going from this point forward with only tillable, modular pieces. These pieces here were in part just me finding my flow with things. Now that I got it all down, you will start to see much more modularity in my models and textures.

    If only I didn't have to work so many hours...could get this done so much quicker :D

    As far as technique and pipeline goes for me, it's quite large as far as pipelines go. I feel sometimes I should try to narrow down to less tools / programs, for the sake of keeping things a little more orderly and error free, but whatever, tools are tools and if you know how to use them right it doesn't matter what you come out with as long as it looks good and plays well!

    I'll explain my pipeline a bit later, because I'm on break at work :)
  • tristamus
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    tristamus polycounter lvl 9
    ATM, my pipeline is like this...

    Maya, make rough base of my model, Export as obj, import to ZBrush, sculpt the shit out of it, export from ZBrush, retopologize in 3D Coat, export new retopologized mesh, UV it in Maya and Headus UV Layout, go to xNormal, load my LP and HP, bake a normal map, occlusion map and convexity map (to further enhance AO details), and then begin my texturing and importing process into UDK.

    In between all this, I might use Crazybump to give some more detail to my normal maps, and I might also use some other 3rd party apps for misc things.

    To me, it sounds like I'm going overboard in using all these different tools, but maybe that's normal? I don't really see too much talk of what people use to make things nowadays besides Maya, Max, and ZBrush. Like I said, it works for me, so I'm all good. What matters is end product anyways, right?
  • Hayden Zammit
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    Hayden Zammit polycounter lvl 12
    You could probably remove the whole Xnormal process from your pipeline and just bake the normal map and occlusion passes in Maya. I find it gives nice results.
  • tristamus
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    tristamus polycounter lvl 9
    Oh...such slow, slow progress. But ever closer.

    Stepping stones are done, unless anyone has anything to say about it!

    steppingstonesprogress.jpg

    And yes, these are individual, placeable stones, not a set.

    I made 2 different ones, and I think that may get across the illusion well enough that there is variety.
  • tristamus
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    tristamus polycounter lvl 9
    Okay, another few small things.

    And, changed the nasty rock texture I had before. I'm now going for a more bluish and greenish color palette for the garden. I want calm, easy earth tones. And added some wide stepping stones. I'll definitely be adding more to those Standing stones later on....moss, more dirt, maybe, we'll see, I'm not sure yet.

    The modularity is very slowly taking shape. Still nothing breath taking yet!!

    stilljustpieces.jpg
  • MattQ86
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    MattQ86 polycounter lvl 15
    This is coming along nicely but I can't help but think this scene is darker than it should be. Are you planning on presenting it as daytime or nighttime?
  • tristamus
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    tristamus polycounter lvl 9
    Hey Matt,

    Ah man I'm not even thinking about lighting just yet, other than the fact it will be day time, or possibly early morning. I've always loved the blue / orange color scheme with mornings.

    All this crap I'm posting ATM should not be taken at all as the finished scene, not even in the slightest bit. Right now, it's a "playground", a "placeholder" if ya will, to test how my models and textures can deal with the engine itself =)

    So, the next pieces will probably be something like a wall perimeter, like in the image posted by hawken.

    The scene will start to actually take shape once I've got my most essential building blocks in place.

    I'll build some walls, a gate and / or fence to mark as the entrance to the garden, and then I will probably model and texture the actual sand pit to house the rocks, stones, etc.

    Trust me, I'm gonna make it awesome. Slowly but surely. ;)
  • Cremuss
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    Cremuss polycounter lvl 12
    Looking good so far :)

    I'm pretty speechless with the rocky ground (http://img41.imageshack.us/img41/6900/rocksr.jpg), well done. Does it tiles ? Did you followed a tutorial or something ?

    Also, I'm not really digging the redish stone model (http://img30.imageshack.us/img30/4696/damnrocks.jpg). It looks likes the scale of the texture is wrong or something but maybe it's just me..

    Keep it up :)
  • tristamus
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    tristamus polycounter lvl 9
    Cremuss wrote: »
    Looking good so far :)

    I'm pretty speechless with the rocky ground (http://img41.imageshack.us/img41/6900/rocksr.jpg), well done. Does it tiles ? Did you followed a tutorial or something ?

    Also, I'm not really digging the redish stone model (http://img30.imageshack.us/img30/4696/damnrocks.jpg). It looks likes the scale of the texture is wrong or something but maybe it's just me..

    Keep it up :)

    Cremuss,

    Thank you for the kind words =) I really appreciate it.

    Actually, those pieces don't tile yet. I could make them tile, but those pieces were actually gonna be used for something else I had in mind. However, I could very easily tfix them to be tiled if need be later on!

    The way I did them was using PhotoSculpt, which is a brand new tool that I don't think many peeps know about! Google it, it's pretty impressive.

    I spent two days trying to figure out how to import into UDK what PhotoSculpt exports out. It was hard to get it to look just like what the program spits out, but I found out how to get it all into UDK and it works amazingly well =)

    The other method, which is exactly the same but 100 times harder, is to just take a image, bring it to your favorite modeling package, and model off from that (As in, taking the cracks in a wall and extruding edges from a poly-plane to give the illusion there is depth.

    As for the red stone model, I totally didn't like it much either. ;) I've changed it since then, and made it fit better with the rest of the pieces I have thus far.
  • tristamus
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    tristamus polycounter lvl 9
    Alright, so I'm back to working on it (After being super sick), and I've started the Pagoda's.

    Here's a shot of the current model, reference, and silhouette. (In maya, right before bringing it to ZBrush)...

    pagoda1.jpg

    So, this is the first variation of about 4 or 5. This one was definitely the hardest of the bunch. The top and bottoms were a bit difficult for me to pull off, but I just needed a base for ZBrush anyways. The other pagodas will look like these...

    http://img695.imageshack.us/img695/1737/pagoda4.jpg
    http://img37.imageshack.us/img37/1709/pagoda5.jpg
    http://img706.imageshack.us/img706/2784/pagoda6.jpg
    http://img269.imageshack.us/img269/2585/pagoda7.jpg
    http://img841.imageshack.us/img841/9717/pagoda8.jpg

    So, now that I've got the most difficult one out of the way, I'll probably just re-use some of the elements for the others, because none of the other ones are even close to as complex as the one I just did (Thank god.)

    Now, time for ZBrush. ^_^
  • tristamus
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    tristamus polycounter lvl 9
    Another WIP of the Pagoda...

    90% done with the sculpting in ZBrush...

    pagoda1wip2.jpg

    Gotta add a few more details, then on to texturing it. The flat planes near the top are going to be alphas, with a stone grating style decoration. Like in the reference.
  • crazyfingers
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    crazyfingers polycounter lvl 10
    Careful of micro detailing. If you're going to spend the time to sculpt things in zbrush make sure the sculpting is done to a size that people can see from a decent distance! It looks like the biggest mistake was made before you put it into zbrush, you didn't really create a part of the lamp that would be large enough to hold detailing that could be easily seen, save the very top... which you didn't detail! (i'm not counting noise ;)

    lantern_bronze_wip2.jpg

    Check out this lantern, nice and beefy, with plenty of nice flat areas begging for zculpting.

    You lantern ain't bad though, don't get me wrong, just not sure if the time spent in zbrush is all it could have been. Keep it up!
  • tristamus
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    tristamus polycounter lvl 9
    Careful of micro detailing. If you're going to spend the time to sculpt things in zbrush make sure the sculpting is done to a size that people can see from a decent distance! It looks like the biggest mistake was made before you put it into zbrush, you didn't really create a part of the lamp that would be large enough to hold detailing that could be easily seen, save the very top... which you didn't detail! (i'm not counting noise ;)

    lantern_bronze_wip2.jpg

    Check out this lantern, nice and beefy, with plenty of nice flat areas begging for zculpting.

    You lantern ain't bad though, don't get me wrong, just not sure if the time spent in zbrush is all it could have been. Keep it up!

    No, I totally hear ya Crazyfingers. I always take critiques well, no worries =D

    And as such, I will take every word you just said with me to the next variation of the Pagoda, because I do believe you are 100% correct. I feel the same way about this one! I goofed up a bit, that's for sure!

    My excuse, is that this is my first "practice" pagoda, ;D

    I will really try and go for the one like in the pic you have shown there. I won't copy it, but I'm going to take it's concept and apply it to the others that I have in mind, in the future.

    With all the comments as of late, I suppose I'm going to go back to it, and put some more details in the areas that could use more (Like the one you mentioned crazyfingers). I'll push it further and see what I can do. I think I tried too much to stay exactly with the reference, so I'm gonna stay aware of that from now on!
  • Kharn
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    Kharn polycounter lvl 8
    Hey mate , told you Id come on your thread so here I is :p

    Like crazyfingers said, details are difficult to judge at times make them too small and nobody can see them from a normal viewing distance and they wont show in the normal maps rez.

    Also if you are making a full level rather than just a scene to be viewed from set angles, I would spend some time creating a block out and navigate it.
    Japanese guardens have huge amount of foliage in them and that can be hard to create in games.
    They also have an intresting design of 'hide and reveal', they try and reveal features in the garden so that you are standing exactly where they want you to view it from(that was the worst explanation ever).
    And dont forget the gravel "pool" are suposed to be symbolic water.

    Well its about time I shut it now :p
    Good luck!
  • tristamus
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    tristamus polycounter lvl 9
    Kharn wrote: »
    Hey mate , told you Id come on your thread so here I is :p

    Like crazyfingers said, details are difficult to judge at times make them too small and nobody can see them from a normal viewing distance and they wont show in the normal maps rez.

    Also if you are making a full level rather than just a scene to be viewed from set angles, I would spend some time creating a block out and navigate it.
    Japanese guardens have huge amount of foliage in them and that can be hard to create in games.
    They also have an intresting design of 'hide and reveal', they try and reveal features in the garden so that you are standing exactly where they want you to view it from(that was the worst explanation ever).
    And dont forget the gravel "pool" are suposed to be symbolic water.

    Well its about time I shut it now :p
    Good luck!

    Haha I was looking forward to your post Kharn!

    I actually just started learning all those hidden aspects of Japanese gardens from this book I'm reading for research concerning this project - just learned about the gravel being symbolic of water and it's ripples :D

    As for the long intervals between work updates, that's because I am always working late hours to keep up with my living situation....if I only had more time to do the art I wanted to... *sigh*

    Regardless of that fact, it is always in my mind and inevitably this will all get done.

    When I was thInking about the project as a whole the other day, I was considering making it just a scene rather than a whole level. I'd like it to be walkable and viewable from all angles, and big enough to incorporate lots of different element, but just a lot more cased in a tight fitted. Kind of like the more box shaped encased ones in my reference pics. We'll see.

    And this drives me nuts but, since I started modeling so many damn rocks, I realized how simple and effective a scene I could make with some more specially sculpted ones in a scene depicting Stonehendge!!

    Stonehendge would be super easy to make IMO - that'll either be my next project or an intermediary one right now...just seems so fun.

    Thanks for your tips Kharn, nice of you to share your knowledge on this subject to someone who doesn't know quite enough about these very very particular gardens!!
  • tristamus
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    tristamus polycounter lvl 9
    Finally had a chance to catch up, at home on a snowed in day in Chicago ^_^

    My current Pagoda...

    pagoda1finished.jpg

    To clarify something, if I take my diffuse into zbrush, I can paint the seams away kind-of...right? That's what I have in mind.

    Let me know what you guys think of this project so far!

    pagoda1finishedwires.jpg
  • tristamus
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    tristamus polycounter lvl 9
    Bump? Busy forums! Already on page 4 =|
  • tristamus
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    tristamus polycounter lvl 9
    Hey guys, what do you think I could do with this thing to make it not look so boring....

    Mind you, I've been making this thing with no reference at all, using only my memories from Japan....Why, you ask?...

    It's only the base, but to be honest, I CANNOT find ANY pictures that have a decent shot of a Zen Garden wall in them! Seriously, it seems impossible to find good reference to use for making something like this!

    If anyone has any pics or knows where some are, PLEASE help me out! I'm dying to get better reference pics for this!...

    Here it is ATM...

    japanwallnoref1.jpg
  • Hayden Zammit
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    Hayden Zammit polycounter lvl 12
    google "japanese tiled wall" and check out the images. I was working on the same thing not long ago and that got some good references.
  • Baddcog
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    Baddcog polycounter lvl 9
    The tiles are upside down. Water would flow in between them.

    Curious why the pagoda is split up the middle, but the polys on the grate aren't. I think the lighting on those could look weird due to them fanning out from one corner.
  • DDuckworth
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    DDuckworth polycounter lvl 6
    The poly's on the pagoda (i thought that was the name for a house/building? maybe this too?) are insanely higher than they need to be, you could eliminate tons of them and cut about 2k tir's at the least, I can do a paintover if you need it but it would take a while due to the amount that could be eliminated.

    As for ref for a wall this isn't a true ref but maybe it could help you visualize it, check out this thread
    http://www.polycount.com/forum/showthread.php?t=80172
  • tristamus
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    tristamus polycounter lvl 9
    @DDuckworth - lol yeah, I actually was looking at that to get a start, but after a bit I needed more to go off of...

    And yeah, I agree the polycount is higher than what seems necessary on my Pagoda, but truly, I wanted all the detail of the curves, so it's actually intended to be that way. The player can get really close to it so I want it as a hero piece of sorts.

    @Hayden - That worked, thanks man =)

    @Baddcog - Oops :o...

    Yeah, the grating isn't split down the middle because for some reason when I'd light them in UDK, they wouldn't look right....not sure why, but just having it how I have it atm doesn't produce any weird lighting problems so I just left it
  • tristamus
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    tristamus polycounter lvl 9
    Okay, looking way better since I got reference now...

    And I fixed what you mentioned, Baddcog

    I think it's ready to be thrown into zBrush.

    japanwall2pic.jpg
  • popngear
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    Hey, so to me the moss on the pagoda feels very random and unnatural. Moss grows in damp and shady areas so I would take that into account. If the moss were a seperate texture you could vertex blend that on areas of the mesh that are under shade more than others instances as well. I think also that the wear/dirt is very uniform and you may want to accentuate it in areas like the base and other places that would collect more.
  • tristamus
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    tristamus polycounter lvl 9
    popngear wrote: »
    Hey, so to me the moss on the pagoda feels very random and unnatural. Moss grows in damp and shady areas so I would take that into account. If the moss were a seperate texture you could vertex blend that on areas of the mesh that are under shade more than others instances as well. I think also that the wear/dirt is very uniform and you may want to accentuate it in areas like the base and other places that would collect more.

    I agree, and thanks for helping me out there, I really felt something was off, and I'll definitely be going back later to polish up all the textures =)

    Also, how do you guys think would be the ideal way to go about taking this into zBrush? Should I import each piece as a subtool, then merge down the pieces later or is there a better way?
  • Baddcog
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    Baddcog polycounter lvl 9
    Tile look much better ;)

    The pagoda will look great up close. If the lighting looks better that way stick with it. You should make a lod model for that too. You could easily shave it down to 2000 tris I think and at a distance the player wouldn't notice.
  • tristamus
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    tristamus polycounter lvl 9
    Baddcog wrote: »
    Tile look much better ;)

    The pagoda will look great up close. If the lighting looks better that way stick with it. You should make a lod model for that too. You could easily shave it down to 2000 tris I think and at a distance the player wouldn't notice.

    Thanks man!

    You're definitely right about the LOD - could only help. I'll get to that when I'm in polishing mode too.
  • tristamus
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    tristamus polycounter lvl 9
    It's been ages....finally got back into this.

    Working on the tile wall right now, still WIP, no color yet!...

    japantilewallwip5.jpg

    japantilewallwip6.jpg

    japantilewallwip7.jpg
  • tristamus
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    tristamus polycounter lvl 9
  • tristamus
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    tristamus polycounter lvl 9
    *Removes dust from thread...*

    icTSF.jpg

    yLlI1.jpg

    cSJtv.jpg

    A8Jaq.jpg

    L0HJ5.jpg

    3oibm.jpg
  • Macattackk
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    Macattackk polycounter lvl 7
    nice, your wall looks interesting. though it seems you have a stone type diffuse texture for the tiles yet your specular is very high which makes it look like metal, which is a little weird.

    is there any reason why you have such different variation in your gloss map?

    id try to add more varation on the wall part in your gloss map. differentiate the wall gloss between the stone. id make the wall part very dark gloss and make the stone a higher gloss with maybe patches of high specular and high gloss for a granite type look. might look good
  • ParoXum
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    ParoXum polycounter lvl 9
    Good thing for you to pick up this project again. Hope you get to finish it.

    The wall stones in the bottom wont tile well because the pattern is creating a blank space at both ends.

    Also texel ratio on those stones seem uneven in your close up shots compared to cement (stone are blurry).

    Can we see your references for your roof here?

    The lantern pedestal looks very thin and weak between the legs.
  • tristamus
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    tristamus polycounter lvl 9
    ParoXum wrote: »
    Good thing for you to pick up this project again. Hope you get to finish it.

    The wall stones in the bottom wont tile well because the pattern is creating a blank space at both ends.

    Also texel ratio on those stones seem uneven in your close up shots compared to cement (stone are blurry).

    Can we see your references for your roof here?

    The lantern pedestal looks very thin and weak between the legs.

    Great observations - I can easily see what you mean by the pedestal looking weak, as in it could crack any second holding up all that weight.

    Here is the reference I used...

    DzFsR.jpg
    and
    fq1S3.jpg

    As far as the Tile Wall goes, I was planning on adding a wooden or metal strip of some sort that runs along the whole edge of the wall, covering most of the part that you see as a blank space as well, mainly because I'm so lazy...but at least it will tile well afterwards! Do you think what I'm thinking will work if I do it right?

    Like this...

    CNXFP.jpg

    I was trying my damned hardest to get it to read like metal as well as I could, but I must not have the right idea of how a Gloss map and Specular work together to produce such a material...I need to read up more about all that. If you know of any good resources, toss them my way!

    Right now, my gloss looks like that because I wanted to see variation in the hotspots where the light was hitting it, but maybe it just isn't working...should I tone the saturation down on my Diffuse as well?
  • tristamus
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    tristamus polycounter lvl 9
    I feel like I might not have a chance to finish this piece until I'm 30 years old (lol)!

    Updates...

    Pagoda - Recreated my diffuse, moss comes from the bottom and gradients upwards instead of being splattered randomly everywhere. Lichen rests on the top portion.

    S62hL.jpg

    Wall - Now tiling better, and materials read more how they should (Metal, plaster etc). There is still a very very minor seam remaining where the plaster wall ends and begins, but you have to look quite hard to find it.

    FHJKM.jpg
    CZ9b8.jpg
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