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Thread: UDK - Cambodian Inspired City

  1. #11
    Slightly Rough Apprentice 3DBrushwork's Avatar
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    Thank guys !
    Julio Juarez - Environment Artist at BioWare
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  2. #12
    Slightly Rough Apprentice 3DBrushwork's Avatar
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    Quote Originally Posted by chrisavigni View Post
    Incredible. I really like your materials and lightining. Thanks for the breakdown and tutorials. Keep the good work!
    Thanks, the textures are a combination of hand painted as well as photo source. For the materials I used a combination of tilable textures as well as unique. Hard surface shaders contain vertex painting elements to allow me to paint moss. Organic used for the plants are animated for movement. Overall the project took me about 3 months on and off, the main purpose of it being to improve my portfolio.

    Cheers!
    Julio Juarez - Environment Artist at BioWare
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  3. #13
    Junior Member Novice synergy11's Avatar
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    Nice work!

    Can you talk about how you did the relief detail in your textures. Was it done in photoshop or zbrush sculpting? If so did you use alpha's or hand sculpt?

    What about showing the break down for the trees? : )
    Thanks for you tutorials!

    Cheers.

  4. #14
    Slightly Rough Apprentice 3DBrushwork's Avatar
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    Sure synergy, I'll go ahead and explain the process of making the walls. I used several alpha maps inside z-brush to extrude the details. In the shot you can see the blurry version was used to extrude large (broad) details. And the others where used to extrude smaller/more defined details. After that, I baked the result into a flat plane. Afterwards I made the color map by using several stone textures as base, then added painted details on top such as the edge wear, moss, and color variations.



    For the large tree I made a base mesh inside 3D studio max, and added details on z-brush. For the tree bark, the texture was 100% hand painted.

    Cheers!
    Julio Juarez - Environment Artist at BioWare
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  5. #15
    Soft as a cloud Apprentice tippy1000's Avatar
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    WOW!! cant say more than that

  6. #16
    Slightly Rough Apprentice 3DBrushwork's Avatar
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    Quote Originally Posted by synergy11 View Post
    Nice work!

    Can you talk about how you did the relief detail in your textures. Was it done in photoshop or zbrush sculpting? If so did you use alpha's or hand sculpt?

    What about showing the break down for the trees? : )
    Thanks for you tutorials!

    Cheers.
    I'll go ahead and explain the process of making the reliefs on the walls. I used several alpha maps inside z-brush to extrude the details. In the shot you can see the blurry version was used to extrude large (broad) details. The others where used to extrude smaller/more defined details. After that, I baked the result into a flat plane. Afterwards I made the color map by using several stone textures as base, then added painted details on top such as the edge wear, moss, and color variations.



    I recommend you to check out:

    Video Tutorial
    Cheers!
    Julio Juarez - Environment Artist at BioWare
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  7. #17
    Slightly Rough Apprentice 3DBrushwork's Avatar
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    Quote Originally Posted by tippy1000 View Post
    WOW!! cant say more than that
    Thank you!

    I'm going to point out the process used to make the bricks and the floor tiles. For the modeling of the rocks, the best thing I can do is point out the tutorial that I used.

    CG Art - Sascha Henrichs

    Check out his tutorial called "3dsmax Environment Modeling #1 Procedural Stone". With that technique you'll be able to model a wide variety of stones in very little time, then bake them down to a low poly model. I used it to model all the rocks, and stone blocks.



    I made a small rock set consisting of two round rocks, one sharp edged rock, and two blocks (using tutorial above). From, those rocks I was able to organize them in different ways to get a variety of models. You can see that the brick wall was made that way in the screenshot, I organized the block rocks in a brick pattern and baked it to a low poly model. Then added color variations in Photoshop. Finally, I took those same rocks and arranged them to make unique looking floor tile pieces.
    Julio Juarez - Environment Artist at BioWare
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  8. #18
    Slightly Rough Apprentice SKid's Avatar
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    Thanks a lot for sharing all that!
    Kudos!

  9. #19
    Slightly Rough Apprentice 3DBrushwork's Avatar
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    No prob Skid, glad I could help.

    I wrote a little guide of the steps taken before building the environment:

    1. Think about what type of environment you want to make look at inspirations.

    2. Make several small thumbnails to explore those ideas. (I usually use Photoshop for that)

    3. Pick the best thumbnail / Idea and make a larger concept.

    The thumbnails on the left are the ideas I liked the most, and behind that is the main concept I made before I started building things.



    If concept is not your thing, try doing paint overs, or simply don't worry about the aesthetics of it. What matters is that you get a clear picture of the project and explore ideas.

    4. Make a list of everything you need to build the environment.

    EX: Two large trees, birds of paradise, flower variations, architecture modular set..

    5. Establish goals.

    EX: 1-2 weeks to make the trees and medium sized plants. Architecture pillars and walls the week after. Followed by all the roof trims etc..

    6. Finally once you know exactly what you need, look for supporting references for each of those things. For this scene, I gathered references for architecture, reliefs, pillars, different plants, etc... Collected dozens of pictures.

    Its also very important to think about how are you going to make this easier on yourself. What assets can you re-purpose? EX: how the rocks where re-used to make tiles, and brick walls. Also think about the modularity, building things using sizes that snap together in unreal very easily.

    Overall, the main purpose of all of that process is to get a clear idea of what you're making and how are you going to make it with efficiency.

    Hope it helps,
    Julio Juarez.
    Julio Juarez - Environment Artist at BioWare
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  10. #20
    Junior Member Novice synergy11's Avatar
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    So you modular pieces are not unique bakes?

    You modeled the pieces low poly and just applied the textures you made to them?

    Sorry for the dense question. lol

    Cheers.

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