Author : winged doom


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megalmn2000's Avatar
Old (#26)
Looks great!
Offline , polygon, 614 Posts, Join Date Aug 2010, Location Montreal, Qc, Canada Send a message via Skype™ to megalmn2000  
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sltrOlsson's Avatar
Old (#27)
How much of the pieces are unique? Did you use advanced vertex paint and stuff on them? Would kill for some breakdowns! Would be awesome to know you approach on them trees and bushes to, but i guess i should have been on the workshop for that hu? ;)

Any how, frekkin amazing work man! Great to see some new stuff from you!
Valdemar Nyhlén - Environment artist at Avalanche STHLM
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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Highelf's Avatar
Old (#28)
Looks amazing! +1 for any more info/tuts/files/breakdowns on how you approached this. Vegetation specifically. As a beginning environment artist, that would be insanely awesome.

Last edited by Highelf; 08-16-2011 at 04:35 PM..
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HughieDM's Avatar
Old (#29)
wow great work
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Dan!'s Avatar
Old (#30)
absolutely stunning
character artist
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Justin Meisse's Avatar
Old (#31)
Thanks for all the dating and romance banners!
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synergy11's Avatar
Old (#32)
Great artwork!

I would also love to see breakdowns for the foliage and trees.

Also were the ruin pieces baked from high to low poly?


Cheers.
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snow's Avatar
Old (#33)
I'm interested as to how many modular pieces make up these ruins.

Also can you provide any information on how you created the ivy/trees?

Great work!
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jimmypopali's Avatar
Old (#34)
Fantastic work, love the landscape too.
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Cap's Avatar
Old (#35)
Man, this is OFF THE HOOK! I love seeing this type of environment. Sure, dark metal corridors dripping with alien semen are great and everything, but there is nothing like a really beautiful looking outdoor scene.
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hollywood-north's Avatar
Old (#36)
"Ughgghhhgh" is the sound I made when I saw this. I love it.

This literally took my breath away. And I love the shot by the shore too. Really want to play a game that looks like this.
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EzMeow's Avatar
Old (#37)
Great env as usual
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Matroskin's Avatar
Old (#38)
Thanks u guys for all your kind comments

That is really motivating to see that you liked it.

I would love to put this for download, but I think that it would be unfair towards students who paid to attend the class… So I think I need to preserve some restrictions on the scene content access.
Even tho it is my scene it was still a material for the classes.
I’d love to share more info, but I’ll probably do it next time after finishing my own scene independently.
I hope u guys will agree with me ;)

However, I think if I show just few images it won’t hurt.
Apparently there is not that much to it, since the idea was to have as simple assets as possible.
I am not using zbrush (my bad, but I was learning it and it was ok, but I didn’t need to use it since then, so I forget anyway ;p ). So it is totally zbrush-free environment.

Most of textures r photosourced and crazybumped. Sometimes photo source was combined with partial detail bakes in max (some architecture details and borders).

Here r samples of main architecture textures:





and few wires for some of modules:





In general there were around 8-10 “non damaged state” modules for architecture parts plus 2-3 “damaged” versions for each.


I’ll post few more images later on, its just quite late now here :P


@d1ver – thanks dude, I quite agree with your suggestions. Green does feel bit uniform. And I definitely did not do any “dynamics” in the enviro cauz there was no time for this during the classes, and in the end I just wanted to finish it and not stick to it for too long ;)
The sky was quite fast one too, the focus here was more towards “grounded” stuff, but u r right about the cloud :P

Well, now I have something to aim for the future works ;) I still need to research those cool new animated enviro features that pop recently for UDK…

@ Xoliul – ty
Well, the workshop was held “locally” in Montreal. Unfortunately there was no on-line version available. Maybe next time… However, Fred received a sad notice that everyone from the building where he rents the space for GameArtisans Montreal will get evicted in Sept  So it is really unclear if he could re-open the place anytime soon because it would need significant money once again :P But I hope for the best…
But if another workshop will happen in the future I’ll post the info on PC of course.

@ LoTekK - lol, capturing and uploading vids seems to be not my friends :P I dunno if I need to do something special to make it in higher versions than 360.
I agree with your feedback that there could be some more “special” details, but I was quite tired recently after vertex painting all that stuff :P


@ yubbie - I glued the arches for the sake of silhouettes and composition ;)


@ ambershee – I see your point. Agreed, it does not have any drama here, but I was actually more targeting towards some sort of “regular” location as if in some MMO. It was actually more done as an example of “one of many” layouts that can be done with relatively generic modules.

@ sltrOlsson – thanks yes, I used some vertex paint. I think only architecture pieces have vertex blending using vertex color AND grayscale mask, but stuff like stones, tree trunks and terrain use just simple vertex blend, no fancy nodes for those :P

@ synergy11 – all is modeled directly in low-poly and textured in the “old school” way. As mentioned above, some hi-res bakes were done but only for some texture details.
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Zipfinator's Avatar
Old (#39)
Awesome job! It really makes me want to do a ruins scene like this.

As Synergy said, I would love it if you could post some more on the foliage. Maybe a wireframe and the diffuse just to show how you layed out the texture and how it's modeled. I've been trying to come up with some better foliage but haven't gotten that great of results and seeing how your branches are done would really help.
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mixeh's Avatar
Old (#40)
aw man I love the stone textures, any tricks to them or were they mostly from photos?
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SouthpawSid's Avatar
Old (#41)
inspiring. thank you for sharing
3D Artist at Obsidian Entertainment
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chrisavigni's Avatar
Old (#42)
Wonderful scene. Congrats.
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Anuxinamoon's Avatar
Old (#43)
Absolutely beautiful! Gorgeous lighting too. Love this very much
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Jeff Parrott's Avatar
Old (#44)
Vlad you killed it again. Great job with this. I really love the model details and color palette.
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Bart's Avatar
Old (#45)
Inspiring stuff Did you have a seperate material ID small texture for the broken parts of the meshes ? Any chance you could post a screen with wire of the hanging vines ?
Junior Artist - Crytek UK

www.bart-j.com
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Minos's Avatar
Old (#46)
Looks awesome, I love the consistency between the textures' palettes.
Thiago Klafke / Environment Artist
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NuZero's Avatar
Old (#47)
This does look really great. Definitely caught the feel of the scene pretty nicely. But I have some questions after looking at the wires:

1. Are the arches a separate piece from the wall/collumns? I've always been taught to keep meshes in quads or tris and I'm just trying to grapple how you went about the poly flow.

2. With the sides of the broken pieces, where it is a 14+ sided polygon on the sides, next to the broken part, did it make UDK chug or develop any smoothing errors? This seems to be a small scene, so I don't think it would matter all that much, but from a technical standpoint, wouldn't this problematic?

Forgive my noobishness. :/ Just need some form of clarification.
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[HP]'s Avatar
Old (#48)
God damn!

Btw, what kind of workshop was this exactly? is it like pay-to-watch over the internet workshop, or was this for a school?
And will you do it again in the future? Moar info plz!

As for the scene... Well, you pretty much nailed everything, so yeah!

Last edited by [HP]; 08-18-2011 at 04:18 PM..
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deceiver's Avatar
Old (#49)
Great stuff Vlad !
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Matroskin's Avatar
Old (#50)
Some samples of foliage, not as fancy as u might think ;) :












@ mixeh – textures r mostly photosourced (majority from cgtextures:P ).
Vegetation has more manual work tho, such as placing leaves or combining brunches from smaller photos by hand. But “building blocks” of textures are all photosourced.


@ Bart – yes, usually there are 4 IDs on architecture meshes (stone wall, trims, tiled “filler” and broken stone texture for the damaged edge).
I did apply come vertex color blending tho to blend the wall with “broken” stone more smoothly, but it is not necessary to do even today ;)


@ NuZero – I think yes, they are a separate “element” within the module.
Of course quads help to model various stuff especially architecture (makes it easier to do edgeloop selections etc), but usually that is not mandatory. Every 3d game engine converts it all to triangles anyways.
You just need to pay attention to how your triangles go (avoid triangulation bugs), which u can see when u click “Turn” in the “Edit Edges” rollout in Edit Poly tools. With that tool u can change direction of triangles in the mesh and obviously it lets u see how “real” triangle go, even if in normal mode u see multi-sided polygons.
UDK handles it just fine, as I said it converts to triangle anyways. As for the smooting – u just need to pay attention to your smoothing groups. Make sure u assign them to all faces. I usually start by selecting everything and making “auto smooth” and then go into individual faces to change their SG manually if the smoothing result is not what I want.

Well, if u bring that to ZBrush u need to have quads of course ;) But I did low poly right away without zbrushing.

@ [HP] – that was “on-site” workshop here in Montreal at Game Artisans.org “HQ”. It was like an evening class.
As for the future, well, unfortunately it remains unclear for now :P
Here is a quote from my reply to Xoliul : “…Fred received a sad notice that everyone from the building where he rents the space for GameArtisans Montreal will get evicted in Sept. So it is really unclear if he could re-open the place anytime soon because it would need significant money once again :P But I hope for the best…”


Thanks again all u guys for liking it and for any feedback/suggestions u might have ;)
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