Sunday, 28 January 2018

Street Scene - Dirt and drains

Bit more of this today. Adding wall-ground joiner decals, some leaves and rubbish that I captured. Albedo needs a bit of tweaking as this was taken on a winter day rather than a summer day like most of the other bits.

Added my drains in and added some grime to the walls. Need to figure out how to get this to blend properly since it's killing the normals/parallax of the walls. Might end up using a blend shader for this once I get to download it and have a play about.


Sunday, 21 January 2018

Street Scene - WiP

So after mucking about in Unreal I decided to give it a go in Marmoset Toolbag. I don't really get on with the shaders in Unreal and would rather put what time I can spare into artwork rather than sitting in front of tutorials.

Am working in Max and then exporting the individual elements into Marmoset.

I've got a few of the basic elements in there now and am seeing how they all look together. Overall I'm pleased with the direction it's headed even if it's still very rough and a bit messy (some cleanup of the pavement textures is much needed).

Hoping to spend a bit more time on this now Christmas has passed and we're all back to normal.




Wednesday, 13 December 2017

Roadwork strip

Just a bit of work on this pavement strip tonight. Has got a nice bit of sheen on the joiner tar that gives it a bit of contrast.

Tiled, created roughness. Still need to do alpha.


Friday, 1 December 2017

Blockout

Whacked up a blockout in max and imported into unreal to get an idea of the sort of area I need.

The focus is mainly going to be on the ground surfaces, but it's going to need a fair few background objects to sell the scene. These'll also be needed to simulate the right sort of lighting.

A couple of different house types and tenement flat templates, along with a couple of different wall/fences and bushes.

Thursday, 30 November 2017

Pavement Scan

Processed this standard pavement surface, should provide a good base.

Time to start getting things together in engine...

Wednesday, 29 November 2017

Road surface

My basic road surface is done. Complete with tyre wear marks that tile on one axis.

Hopefully going to throw some other road surfaces into a blend shader so I can get some nice variation on the road.


Street Assets

Have been processing some more assets today.

The wall's come out great considering it was taken with my old camera. Tiled in photoshop, not much cleanup required for this at all!

The drain took a bit of work and tidying up to get to where it is now. Modelled the low poly separately and baked down. It's not perfect, and is a bit rough around the edges, but I'll come back to it later on if it really stands out.



Sunday, 12 November 2017

Rocks Scans and Zbrush

Have spent today mucking around with zbrush and learning the workflow for tidying up the highpoly and creating a low poly.

It's a pretty good workflow, generating the low poly using Dynamesh to fill holes and Zremesher to get a low poly with good topology.

This was baked down in Xnormal. There's a couple of errors, which I'll tidy up in photoshop, but as a whole isn't too complicated.




Monday, 6 November 2017

Rock Scans

Finally got round to processing some of the scans I got from Arthur's Seat a few weeks back.

This one's going to require a bit of cleanup in zbrush, so am going to use these and the other rocks I captured to get the workflow down.


Sunday, 5 November 2017

Asset Update

So white lines and tar joiner stuff is done. It should help hide seams allow for that patchwork look you see on so many of our roads.

Have also been going through and painting alpha's for all of these assets.




Sunday, 29 October 2017

Drains continued

Processed a couple more drains this week. Have got a good variety of drains/manholes now, so next up it's time for tarmac/road surface and some painted lines I've grabbed.

Workflow for this sort of thing is speeding up now I've got to grips with substances Bitmap2Material program.




Thursday, 19 October 2017

Drains

Finished off the last drain. Pretty happy with these for now. They may require a bit of tweaking once in engine.

Using POM with them really gives them that set in/stamped in look which I really like.

Have been loving the results I'm getting with photogrammetry. It gives you all those details that would take hours to sculpt in. Definitely the way to go when you're aiming for a photo real look.

Have just got my new Nikon D3400 through today so hoping to test that out on the weekend and capture some more cool stuff!




Sunday, 15 October 2017

Drain Scan Processing

Knocked a couple of drains out this weekend from scans...



Baked down, roughness and metalness generated in B2M with a bit of tweaking in PS

Thursday, 5 October 2017

Pavement Scan Processing

Some more pavement scan processing after a bit of time off.

Noticed that B2Ms default engine means that it only outputs at 2048 max (super handy....sigh). So switching it over means I can ACTUALLY process stuff at 4096 now.

Baked, tiled (on one axis) and roughness generated.

Once I've got a few more of these processed I'll jump into Unreal and see how they come together



Sunday, 24 September 2017

Pavement Scan

Starting again with some scan processing. This is a pretty basic and clean pavement surface, one of a few that'll be used in the patchwork-like make up of UK pavements.

Baked out and put through Substance B2M (Bitmap to Material) to get a roughness map. Hopefully getting a bit of reflectivity from the stones and adding a bit of variation to what is essentially a pretty bland texture.

The relief from the normal map is very slight, but fits with the kind of tarmac it is. There'll always be the opportunity to push it bit more later on, once I can see what it's like in engine, but I preferably want to keep this stuff as close to the scans as possible.


Wall Texture Experimentation

Playing about with this wall scan today. Experimenting with various ways of de-lighting it. Balancing things with existing window/wall ...