Finally finished the tree. It turned out to be harder than expected simply because the first time round I rushed it not paying much attention to the placement of the branches. You can see that result below, it doesn't look too bad but the second version looks much better. Such a waste of time but you live and learn I guess. The whole tree shouldn't have taken that long but hopefully now I know what I am doing I can knock out the rest of the foliage in the next few days.
I would have made more progress but I bought a new PC yesterday, I got fed up of out of memory (lack of RAM) errors and not being able to run photoshop/max/zbrush/marmoset/udk at the same time. So in a bit of a rage I purchased a decent machine which runs the aforementioned with ease. Took some time to set that up but I think the future time I'll save by not waiting for things to stop lagging and catch up is worth it.
Also started the high poly base for the sculpt of the central stone floor. It's the centre of the level and part of the iconic circle along with the wall so I want to give it a bit more love than your average tiling texture. I'm thinking of using a height/displacement map in Unreal to really simulate the depth from the side angle, don't want it flattening out which a basic normal map might do.
Wasn't going to include this but what the heck, it took up a few hours so thought I might as well - A few bad tree bark sculpts before I just gave up and used nDo2.
I think essentially I was rushing again, not taking the time to analyse why bark is like it is. I failed to take into account the layered surface and instead went straight for the cracks/bumps instead.









FEEDBACK
ReplyDeleteAn exemplary blog, combining critical analysis with a degree of project planning and time management in evidence.
As such, I have pretty high expectations of this project.
It would probably be a good idea to have a couple of major milestones in place to check progress of the over all scene - there can be a tendency to focus on individual assets and lose sight of the bigger picture you're trying to achieve.
I'd like to see some interim 'overviews' of the entire scene at least white boxed and with major asset place holders in place so we can get a sense of what the final thing should look like.
Thanks for the feedback, I really appreciate it! It just so happens that I have spent the last few days making the terrain in UDK with a view to start bringing this all together. Internet has been down for the last few days (I'm on my phone right now) but I'll be making a post addressing the aforementioned points asap! I'm told my internet will be back up in a day or two.
ReplyDeleteThanks again!