Monday, December 31, 2012

ArenaNet Art Test finished


Finally finished.  Pushed pretty hard on the last few days to finish this before the year ends.  There's so much more I wanted to do, but that's always the case isn't it? I created everything except for the vegetation and clouds, which were from cryEngine 3.


Textures used (just displaying Diffuse only):

Building:
1. Concrete Brick 256x256
2. Roof 256x256
3. Concrete plain 256x256
4. Wood Generic 256x256
5. Wood baked 256x512
6. Door 512x512
7. Window 512x128





Wall:
1. Wall 01 1024x1024
2. Wall 02 1024x1024



Wireframe:








High Res sculpts:









Wireframes:





Friday, December 21, 2012

ArenaNet Art Test WIP


Been slacking off a bit, whoops :).  Here's an updated WIP shot of the building I'm doing from the ArenaNet art test.  As I mentioned before, I'm just doing this art test for fun and as practice using zBrush to create high poly details and baking it low poly.  This workflow is completely new to me, so it's been quite a learning experience.

Bushes and trees are placeholders (they're from cryEngine3's existing asset list) until I get around to creating my own.  For now, they serve as a good placeholder for me to visualize how I want it all to look further down the road.

Monday, December 17, 2012

Concrete Wall Texture


Just a quick concrete wall texture I created to use for the building.

Friday, December 14, 2012

ArenaNet Building - Brick Wall WIP


After learning a bit about zBrush, xNormal, and Mudbox, I wanted to apply them to a personal project. I decided to use ArenaNet's art test as practice.  However it's probably going to be going outside bounds of their guidelines (3k tris and no texture sheets more than 2 1024s or something like that). The rest of the building is still WIP. 



What I really wanted to try here was to create a brick wall using placing primitive cubes in a row to lay out the brick wall.  Then I would go into zBrush and quickly sculpt in some details.  Finally I would go back into 3ds Max and recreate the low res geometry of the wall and use xNormal to bake the normal maps and ambient occlusion into my textures. 

3ds Max brick wall layout using primitives

zBrush sculpt for one section of the wall

Recreated low poly geometry for the wall, and
using xNormal to bake out my normal + AO maps to apply to it.

I guess it's a decent start, but I may end up going back to a drawing board to find a more efficient way to do all this.  Practice wise, it was a good learning experience for me.  For now, I'll continue on with the rest of the building and see how it goes..