Minos Posted November 28, 2020 Report Share Posted November 28, 2020 Hey everyone! Think it's time I start sharing progress on my new personal project here with the Core I've been working on this environment for VR, at the same time recording my process to create a tutorial (which I'm aiming to release around March 2021). I occasionally open pre-orders for a very good discount. If you want to be notified when that happens, I invite you to sign up to my mailing list (I always message people in the list earlier than everyone else): https://www.thiagoklafke.com/mailinglist/subscribe/ Here's the latest WIP. I've been working on the back alley area and I'm finally happy with the compositions. This area posed an interesting challenge, and I learned quite a bit about what works in VR and what doesn't (tip: lots of random lines, stairs that go up and down cause instant motion sickness ). I redid this area twice, but now it feels amazing in VR. No motion sickness and navigation is much better, because I have different points of interests. I'm planning to do another Dev Log video soon focusing on what I've learned in VR, for now, enjoy some screenshots And here's a Dev Log where I show where I landed with the design blockout: Rump3L, Radu, Andre Valera and 10 others 6 7 Quote Link to comment Share on other sites More sharing options...
Minos Posted February 25, 2021 Author Report Share Posted February 25, 2021 Update time! Finished the blockouts, and did a lighting pass. Now onto my favorite part: Texturing will2k, VIOLATION, Serialmapper and 13 others 12 4 Quote Link to comment Share on other sites More sharing options...
FMPONE Posted February 25, 2021 Report Share Posted February 25, 2021 Can't wait to see this textured, I hope to see some juicy spheres as well. Minos 1 Quote Link to comment Share on other sites More sharing options...
Minos Posted March 4, 2021 Author Report Share Posted March 4, 2021 New Dev log is up Kokopelli, Evert, General Vivi and 2 others 3 2 Quote Link to comment Share on other sites More sharing options...
Minos Posted March 6, 2021 Author Report Share Posted March 6, 2021 When I was learning SD, I was put off by how long the official videos are. So I recorded a crash course introduction, where I show only the main tools you need to know to make cool textures, and also the general method that I use for most textures, so you can go from zero to this in about an hour and half There's a lot more I can do to this texture to make it look much better, but I wanted to keep it simple and not overwhelm the user with too many different concepts: Lizard, Kokopelli and Radu 3 Quote Link to comment Share on other sites More sharing options...
Minos Posted March 14, 2021 Author Report Share Posted March 14, 2021 Another weekend, another update I just finished recording a "crash course" on making textures, by using a combination of Substance Designer, Photoshop and Zbrush. I start from zero and assume that you never used SD or Zbrush before, and walk through the tools I use the most. Still a lot of polish to do with these, but I'm digging how graphic they look already dmu, Corvus, blackdog and 6 others 5 4 Quote Link to comment Share on other sites More sharing options...
blackdog Posted March 15, 2021 Report Share Posted March 15, 2021 I love the minimalistic-yet-realistic look you have going on, not sure how much you’ll push it in terms of fidelity going forward, looking forward to the next updates Minos 1 Quote Link to comment Share on other sites More sharing options...
Minos Posted March 16, 2021 Author Report Share Posted March 16, 2021 18 hours ago, blackdog said: I love the minimalistic-yet-realistic look you have going on, not sure how much you’ll push it in terms of fidelity going forward, looking forward to the next updates Thanks man! I think the style is starting to become clear for me now. I don't want it to be super stylized, but not super realistic either. Hyperreal would be how I'd describe it Here's a blend material to paint damage on the plaster wall: and a screenshot with messed up UVs blackdog and dmu 2 Quote Link to comment Share on other sites More sharing options...
-HP- Posted March 16, 2021 Report Share Posted March 16, 2021 Looking awesome broseph!! Minos 1 Quote Link to comment Share on other sites More sharing options...
Minos Posted September 27, 2021 Author Report Share Posted September 27, 2021 lol, haven't updated this thread in a long time I've been working on this on and off throughout the year and I'm getting close to calling it done. The architecture is about 90% done, then it's time for the backdrop, foliage (all temp assets now), set dressing and polish... well I actually still have quite a bit left to do, but feels good to be over the most critical part (architecture). Here are some pics of where I am at: Serialmapper, blackdog, will2k and 8 others 4 7 Quote Link to comment Share on other sites More sharing options...
-HP- Posted September 27, 2021 Report Share Posted September 27, 2021 Yeeeh, that AO is baking really well. Looking fantastic man, the color is adding a lot to the ambient bounce too, less of that boring grey ambient lighting to it. Minos 1 Quote Link to comment Share on other sites More sharing options...
ZZZ Posted September 28, 2021 Report Share Posted September 28, 2021 I suppose having high specular surfaces is what makes the environment look photorreal. Quote Link to comment Share on other sites More sharing options...
will2k Posted September 28, 2021 Report Share Posted September 28, 2021 14 hours ago, Minos said: You can almost feel the warmth of sunlight in this pic Minos 1 Quote Link to comment Share on other sites More sharing options...
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