Minos Posted November 28, 2020 Report 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: blackdog, Rump3L, will2k and 10 others 6 7 Quote
Minos Posted February 25, 2021 Author Report Posted February 25, 2021 Update time! Finished the blockouts, and did a lighting pass. Now onto my favorite part: Texturing zombi, will2k, Kokopelli and 13 others 12 4 Quote
FMPONE Posted February 25, 2021 Report Posted February 25, 2021 Can't wait to see this textured, I hope to see some juicy spheres as well. Minos 1 Quote
Minos Posted March 4, 2021 Author Report Posted March 4, 2021 New Dev log is up General Vivi, Radu, Evert and 2 others 3 2 Quote
Minos Posted March 6, 2021 Author Report 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: Kokopelli, Radu and Lizard 3 Quote
Minos Posted March 14, 2021 Author Report 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, Lizard, blackdog and 6 others 5 4 Quote
blackdog Posted March 15, 2021 Report 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
Minos Posted March 16, 2021 Author Report 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
Minos Posted September 27, 2021 Author Report 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: will2k, Serialmapper, Mr.Yeah! and 8 others 4 7 Quote
-HP- Posted September 27, 2021 Report 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
ZZZ Posted September 28, 2021 Report Posted September 28, 2021 I suppose having high specular surfaces is what makes the environment look photorreal. Quote
will2k Posted September 28, 2021 Report Posted September 28, 2021 14 hours ago, Minos said: You can almost feel the warmth of sunlight in this pic Minos 1 Quote
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