Great Game Art!
Awesome work! Are the ground pieces grass,sand designed to be tileable? Was trying to do that sometime back but couldn’t figure how to do it in zbrush or max other then just pure texture.
Wow, this is a fantastic post. Top row, so well deserved!
Thanks for sharing so much of your process.
Bookmarked in the reference folder!
Great work, I can see the fun you had that when along with the hard work.
Thanks so much for your already generous sharing of techniques. A few people have asked you about your baking process, but I still am interested to understand more. Your diffuse map especially has such a nice match to the sculpting and the specular is extremly subtle. The way you bring out the surface details with lightening on the raised areas and along edges of cracks is so nice. Is this a Cavity style map from xnormal or Crazy B processing of the normal? Do you paint any color in Zbrush? It almost looks like a capture of a MatCap…? A break down of the layers that go into your map creation would be really awesome to see. Is there anything special you bake or is it just standard, normal and AO only?
Again thanks so much for your generosity so far, please don’t feel obligated.
Very well done every thing looks great - congrats on top row - very refreshing to see this stuff top row
McClich: Hi! What is your process for making your low poly mesh ?
I’m using 3d coat, i decimate (with decimation master) my final high poly mesh, and retopo it on 3d coat.
tyrellcorp: how do you get such good displacements? i have no end of problems with displacements in Maya.
are the assets rendered in the game engine or in Max? if so what material did you use for your crystals/ice.? luv those…
I’m using crazybump (with shape recognition at maximum) to generate me a displacement map, you have several options to apply it to a subdivided plane, you can use the offset from the deformation palette, or even use the displacement button, but as i said, it gives only a tilable base for sculpting (apply wrapmode also)
Crystal is a custom shader we made on unity, if i remember well, it was diffuse(wich controls also the transparency), normal, spec, cube map, and emissive map
TorqueTiger: I was wondering how in the world you got such clean edges to your geometry when you sculpted the crystal and some of the rocks.
Try this:
Flatten brush with brush modifier at -100! Its the preset i used a lot since zbrush 3.0, now you can have similar effect using the TrimDynamic, but i’m still using the flatten for some reasons.Try to break parts very quikly with clay tubes, and refine with this flatten brush, works pretty well! I’ll try to make a video, but i’m out of time those days.
CastorPT: Sorry to insist, what about the sand texture tiling? Did you use Zbrush or you started from a photoshop texture that was already tilable?
I tiled a texture in photoshop before i change it into a displacement map with crazybump, for my base sculpt.
fhade: Awesome work! Are the ground pieces grass,sand designed to be tileable? Was trying to do that sometime back but couldn’t figure how to do it in zbrush or max other then just pure texture.
Yes, its all tiling, you can use the WrapMode options from zbrush (brush>curve)for automatic tiles on a plane, its very very powerfull. I explained on page 7 how to tile in max, with zbrush assets, wich is pretty fast.
SHBLD: Thanks so much for your already generous sharing of techniques. A few people have asked you about your baking process, but I still am interested to understand more. Your diffuse map especially has such a nice match to the sculpting and the specular is extremly subtle. The way you bring out the surface details with lightening on the raised areas and along edges of cracks is so nice. Is this a Cavity style map from xnormal or Crazy B processing of the normal? Do you paint any color in Zbrush? It almost looks like a capture of a MatCap…? A break down of the layers that go into your map creation would be really awesome to see. Is there anything special you bake or is it just standard, normal and AO only?
HI, its just standard normal, AO, and cavity map ^^, you can try Ndo also, its pretty good to generate highlights and cavities. I use to make a “paint” pass sometimes, a basic handpaint before i add textures on it.
Hope it helps!
awesome stuff man!
probably the best I’ve seen in the Unity engine!
Amazing work! Stunning & clean sculpting.small_orange_diamond
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I love this work. So sculpturally sound and beautifully modelled. Great stuff
very nice, and thnx alot for taking the time to explain your workflows this is realy helpfull !!!
Great job and lots of inspiration!
Congratulations
This is just beautiful work and a magnificent use of zbrush in general. Great workflows!
Beautifull stuff man, thanks for sharing!
Incredible work!
awesome work, really inspiring, thanks for share
Incroyable!
Some very nice details, it’s a real shame that that horrid cartoony paintery style is ruining all of the hard work that went into it.
That style of texture just makes everything look flat.
Well hopefully game companies will come to their senses, and stop trying to make stuff look like WoW, to appeal to an addicted audience.
Great work!!
Keep at it