Left in Space - SolRemix Entry

General / 01 October 2019

Hello! 


Quick update , I decided to join the Nvidias #SolRemix contest last week. However I realized I would only have 3 Evenings worth of work time on it since I was going to spend Friday to Sunday Midnight in Stockholm , so I decided to do the best I could make in the time-span.


The final result is this image & video:


I've had a couple of questions regarding the work as well. It's massively inspired by Halo and Mass Effect, both worlds have had a massive impact on my art and my life in general so it felt right to do a space setting for the entry. I also chose the space setting because of the time-constraint, I needed something that was very quick to make without getting bogged down in Asset Production.

  • The planet itself is not made by me; it's by this wonderful person:
    https://www.unrealengine.com/marketplace/en-US/slug/physically-based-earth 

  • The scene is dynamically lit in UE4, no RTX-features enabled.
  • I'm making heavy use out of the volumetric and I'm actually using black fog in this particular scene with colored lights
  • The character was provided by nvidia and their SolRemix Competition
  • All of the video & audio editing was done in UE4 sequencer.
  • All of the meshes are low-poly and using a Black Material with no Specular (Silhouette Material)
  • The music is made by C21FX - AFTER THE FALL

I guess that's it, if you have any questions please ask away :)



Taking the leap - The Future of 3D

General / 05 September 2019

Hey There!

Again! It's been a while since I wrote here. I've gotta be honest not much has happened on the legacy project front. Lately I've felt that I've needed to spend more time doing other things but now that summer vacation is over I'm slowly moving back towards getting some art done during my evenings.

I guess it's also worth mentioning that My Mentorships have started again and I've got 2 lovely people that I'm working with for September. 

It'll be really fun and I'm looking forward to their progress!


The Future of 3D-modeling packages

Professionally I've been working with 3ds Max , Maya and Modo, lately however I've only felt disappointment regarding the features implemented every year. It's easy to say that I'm probably not the only professional 3D artist that have been considering moving away from the industry-standard packages out there.  Max and Maya are packages that have been around for a really long time and have a lot of history but they have this looming feeling of "Set in its ways" and even "it feels old and legacy" in the way they do things. 

I'm the type of artist that tend to move packages when something new and exciting was introduced or if I had a specific need to learn something. My move from Maya to Modo was basically a way for me to start using a tool that was more intuitive and had less barriers when it came to modeling. I was really excited over the tools and what could be done with the rounded edge shader.

However, since I started using Modo very few features have been implemented that I've felt are relevant to the type of art that I'm currently creating.

Now looking forward, I think it's easy to say that all of us have been baffled by the amount of features and cool shit that has been coming to Blender.  

So at the end of the day I end up asking: 
Is it actually worth paying a monthly subscription fee for a 3d software that isn't really all that better than what Blender provides?

Well, I don't know yet, but I'm finding out. 

So I'm learning blender.

Now, it's not the first time I've moved on and tried mastering a new software. So I'm not completely new to this experience but at least I can tell you about my experiences in doing so. Looking at all the software the I've used I can quickly summarize what I like about each one:
(there are obviously a million things but I'll try to be quick about it) 

Max: 

  • Modifier Stack
    • Non-Destructive Workflows
  • Splines

Maya 

  • UV-Editor
    • Very neat UV-features
  • Outliner
    • Good way to organize things IMO.
  • Splines
  • Preserve UVs

Modo: 

  • Modeling Tools
    • Boolean Operations
    • Layouts
    • Easily Cut/Paste Meshes into the Mesh Layers
    • Workplane / Locator
    • Painting Selection, Pattern Selection and Lazzo
  • Rounded Edge Shader (Render)
    • Great for look dev and baking it down to textures
  • Intuitive
    •  Modo has a lot of functionality that basically knows what you want to do depending on the context. Basically making something in other software that would take several actions and bringing it down to 1 Action.


At face value I feel like almost all of the previous things I like exist inside of Blender or Blender does them even better.

Blender 

So what does Blender have that I'm interested in? 

  • Modifier Stack
    • Non-Destructive Workflows

  • Modeling Tools
  • Sculpting Tools
    • Generally feels more modern and better than what Modo currently provides.

  • Eevee Viewport + Cycles Rendered & Cross-compatibility.
    • Amazing viewport, lots of real-time functionality, volumetric lighting etc

  • Shader Editor & Grease Pencil

    • Procedural Materials (Real Time)
    • Rounded Edge Shader (Real Time)

    • Vertex AO Baking (I've been missing this from Modo for a long time)


  • Big Community, Lots of Tutorials and Videos
    • In comparison to Modo, Blender has a much bigger community. One was evident now that I was looking for Modo Sculpting videos and there plainly wrote "Modo Sculpting" into youtube and it showed videos from 5 years ago. Blender however has a sprawling community that provides not only tools and addons but also tutorials.

I'm not saying that the previous software don't have most or all of these features as well, I'm just saying they're very neatly packed into Blender but also completely Free and I believe it's worth having a look into =).

So what is actually Autodesk or The Foundry giving us that is exclusive or better than the rest ?
I'm not sure, but the more I'll use blender, the more I'll find out I guess but I'll be sure to let you guys know what I think.

Oh well, until next time!

Warping out!

/Chris Radsby

Creating a Series Pt 14 - Artist Feature & Desert Region Buildings update

General / 22 July 2019

Hello!

It's been a while since I last posted , I thought I'd give some updates on what's currently happening!
So I haven't really done a lot of work while I've been on "Hiatus" trying to relax, though I'm not sure I can call it that since I have still done a bunch of different art and tech related things.

Oh well onto this!
 This awesome artist over here Justin bought my artwork!!

Artist: Justin Myles Emerson

and he also landed a job working on Spellbreak which is super sick :) Well done Justin!

So what's happening with Project Legacy?

Well I've been doing some smallwork in the Desert Region, figuring out building-designs materials and colors that I like. I've settled on a mute grasscolor that I like that would allow plant and other things to stand out more with brighter more saturated colors. I still want the world to feel kind of primitive in a sense and then later on contrast it with some other hi-tech things but we'll see when we get to that :)


I also decided to surround the farming areas with walls, I realized however that modular walls wouldn't do so I decided to go all in and make sure I make use of mesh-spline instead. Wiggle wiggle!

Here is some of the composition work I'm trying out for the desert-region city buildings, so far it's early days but I like the look of it so far.

Procedural Foliage

So a while ago I decided to make sure I use the procedural foliage tools that unreal has and I gotta say they're very powerful. Though still have some quirks however, like, I would love if they could detect static objects and not place them inside of them. I thought that a solution would be to blueprint all my objects into groups and then have a foliage blocker volume inside the blueprint as well but nope.

It doesn't really work, so that one kinda went to the top of my priority list. Right now I've figured the best way to deal with that fact is to use bigger volumes to cover certain areas, then have other volumes with higher priority to do different types of vegetation + different blocking volumes in areas I want to do manual set-dressing.


 Here is a view from above in the grassland area so far, I've currently got trees growing the water areas since there are no fast and good way to add blocking volumes where I want them. I'm going to have to figure out some solution for that instead but for now it would just mean I would make sure the water bodies have their own volumes. The volumes being boxes however makes my life way hard. 

It's 2019 , polygonal convex volumes please!

More Gradient Mapping O_O

So in another test, I learned from my good friend Kunal (Tech-Artist) about Gradient Mapping that doesn't only take the U-axis into account but they V-axis of the texture as well. I used a 64x64 ramp texture (seen as a tiny pic below next to the text) to completely to create all the color variation of these textures here.

I tried it as a test to see if the workflow would be better. So what I concluded is that it's more efficient in terms of performance, however, much less versatile when you want to try out colors quick. The way it works is that it looks at two grayscale images (heightmap + modulation mask), one grayscale image basically reads what color it should be in the U-axis, the other grayscale image (modulation mask) reads from the Y-axis on the same ramp.

These grayscale images could potentially just be packed into one texture and then you could use different gradient ramps for all of your different assets.

Right next thing, character modeling & shading.

So I've also started thinking about what kind character I'd like to run around in the world with so I decided to start modeling a character to use. Right now the only thing that pops into my mind is this:

  • Androgenous look 
  • Masks that could have different types of decals carved into them.
  • Probably need something more interesting than a hood, probably need more of a headdress of some sort
  • Medieval Simple Clothing + Accessories to make it look more interesting
  • Simple Cel-shading without edge-lines


So I also did some lunch-time zbrush sculpting and quickly baked out a 256x256 texture in substance painter for this mask below. Since it's just a test I'm surprised how nicely and quickly this is to make these days. Since Procedural Texturing is a thing these days it also surprise me how efficient you can be going back and changing your HP and LP and the UVs and still bake it out and have everything textured immediately.

In the olden days if you changed the UVs you'd have to spend so much time fixing everything every time, these days it doesn't really matter if you've planned your procedural texturing properly and don't do too much custom masking early.


So what's next?

Well right now I'm just figuring and trying things out. I just started my summer vacation so you'll probably see some more blog-posts from me.

Oh well, until next time!

Warping out!

/Chris Radsby 

Creating a Series Pt 13 - Mentees & Desert Region Buildings Start

Making Of / 25 April 2019

Hello!

So it's been a long time since I last posted but some stuff has happened since then. Let me first say that I'm super proud over my mentees who've been outputting some really sweet art but also writing some 80.lv articles. They've been working super hard to get some art out there O_o.

Honestly guys, probably borderline unhealthy but great work :D

Patrick Ziegler
https://www.artstation.com/patrickoziegler


Stijn Van Gaal 
https://www.artstation.com/stijnvangaal 


Rasmus Kristensen
https://www.artstation.com/bagner


Really well done guys, insane amount of work and care put into these :) Super happy for you guys and I hope it opens new opportunities for you :)

Legacy Project Progress

As for my own progress I've been in somewhat hiatus lately, been a bit overworked but I'm still trying to do something while I'm waiting. I find making stylized materials much harder than making realistic materials for some reason xD It's all very tricky to get right especially since most of my project is relying on Gradient Mapping, I end up having to really rethink my approach on how to handle Albedo-Colors. These I have here are just the colors I use for previewing.

I've been updating my materials and especially the "crack-logic" or whatever you would call it for my tiled-stone materials in Substance Designer.


The cracks have been mostly worked on to make them feel more stylized and suitable for the type of art I'm making.


  


  


But I've also started building my desert-region buildings and it's all going well so far. Very slow and steady progress, don't want to rush things and I'm trying to remind myself to have fun doing it as well. There was some times there where I kept thinking about my project more as work rather than a fun side-project.

The start of the Desert Region Buildings

This is the color scheme I'm currently going for this region.I want the water to be greener generally than what it is in the grasslands, I want this orange nice color contrasting with the blue skies. As well as redder looking base-wood colors.

Right now I'm just spending more time developing the base-module shapes I want to be using for these style type buildings.  Right now the building designs are very inspired from the mud-type buildings you find in Africa.

After that I'm going to add more detail, more wooden beams, tarps, decal shapes etc. I also want to infuse more fantasy into them but for now I'm quite happy with how they're turning out...

Oh well, until next time!

Warping out!

/Chris Radsby

Creating a Series Pt 12 - Landscape Grass Coloring + Questions

Making Of / 27 March 2019

Hello!

These last few weeks have been full of procrastinating (no shame): The Division 2, Devil May Cry , Sekiro.
A bunch of good games have come out so I've spent even less time working on my project and even then it hasn't been that much in the way of art but organizing and doing technical stuff which I'll talk about below!


Legacy Project Progress

This week I've been setting up a new region in World Composition, it'll be the desert region that I've been wanting to work on. So I've been properly setting it up and doing all the preperation work with folder-structure and shader-structure to get it up and running. Sadly I don't have anything super fancy to show.


So , I've been thinking about ways of coloring my grass more dynamically. The current way I'm doing it is by using a terrain color texture that the grass is sampling from. However I wanted a workflow that would take my Landscape Material Painting in my so I decided to try out a thing:


Landscape Painting Render to Texture

Here you can see the material painting being painted straight onto the texture that the grass later will sample colors from.


The grass (wavy, blurred area) is picking up the landscape materials colors perfectly


So even with this working, what are the main pros & cons?

Texture Sampling

PRO - Cheaper & More efficient to use a static texture

PRO - Texture Resolution is very true to the texture itself (ie the quality from texture to color sampling is detailed)

CON - Not dynamic at all, would have to export a texture for the whole landscape every time I want to see change


RenderTarget Sampling

PRO - It's all dynamic in real time

PRO - Works with any color pickup sampled from any of the materials I paint on the terrain

CON - Even at the same resolution as the static texture somehow the detail doesn't come through. This is important to me because I rely on having a colored noise in my grass colors so that you can see individual clusters of grass.

CON - Performance , it's quite expensive to do on every frame while you're working. Higher resolution textures are real VRAM hogs as well so using bigger resolutions you might end up crashing or have crazy slow-downs.


Static Texture Color Sampling - Showing that it picks up even the smallest changes in the texture.



Landscape Render2Texturer Sampling - Has the same resolution as above texture, but yet, ends up not being very detailed at all. 

(Maybe I've missed something here, I'll keep looking at it)

Summary:

Even though it's super neat to have it real-time and it picks up colors from any material I paint. I find that the lack of detail in the texture is annoying me since I don't get the same quality. That said, for other projects that have more detailed textured grass it would benefit them a lot to use a Render2Target texture for the whole terrain for dynamic color pick-up.


Questions

So I thought I'd spend one of these blog-posts answering some of the questions I've been getting. So If you have any questions please let me know and I'll try to answer them more in detail in future blog-updates!


Why do you only keep showing one time-of-day setting?

The main reason I keep showing one time-of-day or one weather setting is that I don't really feel the need to explore different times of days yet. I'm approaching this project like I would creating a full-game. Time of Day & Weather is pretty far down the list for me.

That said, I have time-of-day working in game currently, I don't have weather and if I were to show it I would actually want to implement a system for it rather than actually just faking everything which I usually do for portfolio pieces.

What texturing software do you use?

I use mainly Substance Designer/Painter and Photoshop. My texturing needs are quite light, I've never really felt like I need to expand my texturing to Zbrush. It does happen from time to time though but I try to stay away from it since it's severely hampering production times.


Teach me senpai!?

Ehm, I'm still learning as I go myself xD I do run a mentorship with The Mentor Coalition where I teach artist what I think they need to focus on to up their game. So far it's been very successful and I've seen my mentees start making art at a higher level.


Oh well, until next time!

Warping out!

/Chris Radsby

 




Creating a Series Pt 11 - Art Stream

Making Of / 18 March 2019

Hello!

So I decided to spend some time during this weekend streaming my art and recording my process in how I sometimes approach making new composition. I also know that some people have been interested in how I approach things generally.


So here is the 2h Stream from Saturday where I create a new area from scratch.  I wanted to create a more interesting area for my grassland cottages to be in, something more iconic so I decided to go ahead an just try to make a new area quickly and for fun. In my head I want the grasslands to like be this huge grassland area, with cliffs, water and waterfalls that leads into deeper crevices in the earth.

First section of the stream is silent before people asked me to enable my mic* 

I think the most important thing about the whole thing is that even though I'm re-using all of my props the composition & the space is what will be saved down the line. Cliffs, trees, grass, waterfalls etc all of it is bound to change at some point when I get more assets into my project.


Process broken down

- At first I create the initial setting for my environment, I think about what kind of environment/space I want to create. In this particular case I wanted a somewhat circular space with waterfalls running down the sides of it.  So I start just sculpting out the space quickly just to get a feel for it, then immediately I plop down a character in there to get a better sense of scale.

- After that I create a camera on a location that seems suitable. Not thinking too much about it , I'm just plopping one down and start structuring things around it.

- After that I tend to use my own specific composition techniques to figure out how I want to place stuff initially. As far as I know I'm probably the only one who does this. I use a red block shape from Unreal, that I scale to lines and start putting it around the scene. First I do it in 2D-space and then after that I do it in 3D-space as well. After I've figured out my basic guide-lines I tend to plop down placeholder objects at the interesting points of the composition.

It's worth mentioning that my project currently only relies on a few objects until I've made/designed more assets but I didn't want that to be a blocker for me trying to figure out a cool new location.

I currently only have

  • 1x Tree
  • 3x Flowers
  • A Couple of rocks & cliffs.
  • Water + waterfalls.

I always try to make the best with what I have, so that I later on I can revisit the area, and do more polished passes so not all areas look the same. Sometimes you just want to create areas without constantly worrying about not having the assets to make it happen. So I use what I got :)


So here is my progress from my stream, the work I did whilst talking to the viewers about my process, going through the steps mentioned above.
Looking back now I realize that I really like a lot of the stuff that was happening in the NR 4 picture. So I'll probably go back later, create another camera that more lines up with what I had around nr 4 and start from there.

This doesn't mean that the progress from 5 or 6 will be deleted, it just means that I can move my camera back to the nr 4 position and make sure I create something from that angle that suits the composition.

Something I've learned that I didn't actually know about


So even though I make my own composition guidelines in I realized that UE4 surely must have their own, but I didn't know where to find em. Turns out you can enable a Cinematic Viewport and enable the composition gridlines for yourself! So looking above in my shot, you can tell that my center is actually off-center by a little bit. Which means, I will to pan my own camera a bit to the right to actually be in the center of the shot. 

I've previously figured out the center by using photoshop and also by cropping my shots before and now I just feel silly.

Who knew? Now we know :) and I honestly wish I knew this earlier as well.


So this is the shot with a corrected center and some tiny more work done to it right after the stream. Later on I will probably refine this into something that looks more visually interesting, but right now to keep myself a bit more motivated I'm going to move on to a new Biome.


Oh well, until next time!

Warping out!

/Chris Radsby

Creating a Series Pt 10 - Going backwards

Making Of / 11 March 2019

Hello There!

The last couple of weeks I've been going back and forth from doing temple-assets (which I'm not all that happy with) to working on the Grassland village assets that I currently have, but before moving further I wanted to start setting up my project for the future. 

So I had to take several steps backwards and implement World Composition in UE4 for my project.

World Composition basically let's you have one master level and then load in other levels into the master level to work on them. The Sub-levels are regular levels and can have terrain in them. Before I was working on one huge 8k map, using 1 landscape. Now I'm working on four 4k levels that represents different regions of the game, all of which have their own Landscapes and props in their levels.

I've actually gone backwards in terms of quality since I lost some work trying to set this stuff up. I've lost:

  • All vegetation painting
  • All terrain material painting

All in all it hasn't been so bad, at least now it will at least allow me to actually work on different areas / levels without having to load everything at once and if I decide to sometime in the future collaborate with someone it'll make it easier to divide the project into different sections you could potentially develop. That said, it also gives me a bunch of other things that are good, like if one level somehow ends up becoming corrupted I don't lose all of it and hopefully, it'll be easier to restore, but who knows? That stuff is currently beyond my knowledge working with production workflows in UE4 sadly.

After spending some more time thinking about things I decided to skip the temple-stuff for now and re-double my focus on the grassland huts. So I started making some more small props for the huts.

This time around I was trying to make use of the textures I already had to make some tree-stumps. The villagers being mostly foresters end up using a lot of wood for most of their craft thus I felt like it was appropiate to also make these stumps, an axe and some logs to boot.

After that I spent some time during the weekend making Fog Particles, these are currently huge sprites but I'm considering another approach that would potentially allow me to do something nicer looking but also cheaper. One issue that I'm currently getting in UE4 is depth-sorting issues when these translucent particles are ontop of the water that I've currently have got going. 

The solution to the problem was to set the Translucent Sort Priority in each particles detail tab to a value higher of 0 (since default value is 0). This made it so that the fog/clouds will always render ontop of  everything else generally. It's something to keep in mind for the future!


I've also spent some time making fire particles based on the Rime-stuff that Simon Schreibt posted. Very handy and seems generally super cheap.

Other News

In other news my latest source of inspiration comes from the Animé; Made in Abyss.
Beautiful background work and some lovely mysterious placing to explore which speaks directly to what I'm actually currently doing in my own project. I can't help but to look at some of this and go: this is exactly the type of stuff I want to do.

I guess that's it for now, I've been considering moving onto another area for a bit but I'm pondering if it's a good idea or not.
Oh well, until next time!

Warping out!

/Chris Radsby

Creating a Series Pt 9 - Mentee Showcase & Barriers

Making Of / 25 February 2019

Hello again!

So I've had the privilege to mentor the talented and hardworking Marek Zaranski. Looking at his previous work I tried to think about what direction his art needed to go to succeed and make his art-works more like works-of-art. And through his diligence and incredibly hard work he has produced his latest scene; Circle 7 - Vertical farming Sci Fi facility and also wrote his own Blog Post about it.


Incredible increase in the quality of art he's outputting and again, progress like this doesn't happen unless you work focus & work hard, if there is anything I can say about Marek it is that he's a super nice guy, humble, hard-working and willing to learn. 
So really well done man, it's been a pleasure to work with you! As for my mentorship, I'm both sad and happy to say that there are no more slots available for March but be on the lookout for the April ones, soon to be released. You can also follow The Mentor Coalition twitter to get updates as soon as they happen. 

Project Legacy 

With the release of Resident Evil 2, Apex Legends, Anthem & Metro Exodus production for my Legacy Project has been hampered. I have however, put some time in trying to figure out what I want to do with my temple assets for the grasslands. That said, I think that lately I've hit a serious wall that I haven't encountered before in my World Building. 

I started making some of the temple-pieces that I thought that I might need but like... half-way through it I started disliking what was happening and the design I was going for. I had a hard time figuring out why I didn't like it and I think I've finally started nailing down what I don't like about it.

Most of my Temple Reference has been reference taken from what I myself know from temples that reflect the real world, Christian Temples and Churches, but I've realized that that is just Lazy World Building. I mean, this is supposed to be my own unique world, I need to spend more time nailing down and designing what I actually want the temples to look like.

That said, I still feel like it's alright for me to use these kind of shapes but I need to spend more time figuring out whatever I can to infuse the temple/ruins with it's own character/personality and lore. So maybe for the future I'll actually start posting more about what I'm thinking here when it comes to World Building. Not in a sense of placing assets everywhere but actually creating a world from scratch, whether or not it's inspired by the real-world.

Other News

In this whole thing I've gone through the last couple weeks I've realized one thing; I need to get better at designing things. Being a triple-A Artist in the business , shoved into a very specialized little corner you start losing your own ability to design things. Why? Because most of the time you just make whatever lands on your desk without much thought going into it. 

It has lead me to feel that I should spend more time drawing in general, to be able to sketch out shapes / designs that I later on could implement in 3D. So I'm going to start over with basics,


Prints

My Beyond Human art-work is now available as prints, though sadly they're only available to buy in The US & Canada right now, the rest of the world will be available to buy prints later on this spring I think.

Prints available here

I guess that's all for now, hopefully I'll have more art to show soon :)


Until next time!

Warping out!

/Chris Radsby







  

Creating a Series Pt 8 - Mentee Awesomesauce + Progress on Legacy

Making Of / 06 February 2019

Hello!

So, it's been a while since I wrote in the blog last. So what has happened since then, well. My January Mentees has made some really awesome headway with their environments and I actually got the permission to show you guys what Patrick Ziegler did during my Mentorship with him.

Patrick signed up for my Mentorship and I decided to take an honest look at his current portfolio and told him that I think it'd be a good idea to level up a previous piece that he had created.  Which in the end resulted in this awesome piece of art, thick with atmosphere.




The original version (shown below) had some fundamental issues that I felt was important to teach Patrick. So instead of focusing on a completely new environment and we decided to take a harsh decision to go back and work on his old environment. All so that I could show him and teach him some fundamental things about creating a believable and good looking space. And the improvement , as you see below is staggering!



Yes for sure my Mentorship and guidance helped, but progress like this doesn't show unless the person making the art isn't willing to put in the hours and is willing to listen to, appreciate and put your feedback into action.  Patrick is super smart and a quick learner but I think what I appreciated most was his willingness to believe my advice and that he was very honest about when he didn't understand something and asked me to explain. 

Seriously great work Patrick!  hope you get hired soon! Your humbleness and willingness to learn will take you far dude!

Now, what has happened during this time with my own project?


Project Legacy

Since last time I posted I've basically been working on some simpler materials in Substance Designer, learning some new tricks. Here below you can see the materials shown off in unreal engine 4 with the default lighting and shading of my world.

For this game/art project of mine I would love if I could get it running on the Switch in the future. Which is why I'm refraining from any super expensive tech like Parallax Occlusion Mapping or Tesselation for my Materials. If anything the only thing that will happen is some good old fashioned modeling ontop of these materials of mine. EH Good old times right Polycounters out there?


Next I've been trying to work out where and how I'd like the Grassland Temple Kit to look like. I want them to thematically look different from what you'd find in another Biome. So i decided to block out this space, which is a canyon filled with flowers, vegetation and a lovely river. That leads you into the entrance of the Grassland Temple.

Here you can also see the beginnings of me trying to figure out the sizes of the blockouts and pieces I might need to build the exterior grassland temple kit. But more about that in the next post.


I've also been thinking about actually starting to make some characters, just for fun. That said I haven't created characters in around 8 years. It was a ridiculously long time ago. I've also been pondering on getting some extra help by someone who might be interested in joining my little project and help me design/create some character for this world I'm creating. I've been thinking about an artist at work Ronald Gebilaguin might be interested in helping out, though I haven't even asked him in person yet O_O

But either way you should check his stuff out , it's insane! Fantastic work and he's such a great person too O_O!

Either way, that's it for me. Hopefully you got some tiny more insight into what I'm currently diving into.

Until next time!

Warping out!

/Chris Radsby

Creating a Series Pt 7 - Work Starts, Substance and Finalizing some props

Making Of / 19 January 2019

Hello!

Heya again! It's the middle of January, work started 2 weeks ago so life has started up properly again. The Februrary Mentorships were announced but I ended up selling out all the slots super fast O_o , it's super exciting to see that people want to sign up for my mentorship , it makes me really happy :)

So far the January mentorships have been great, the progress of my mentees have been amazing. Everytime they post some work I'm insanely impressed with their evolution. I also know that they work super hard during their mentorship and that in the end is the defining factor for how to grow quickly. Work hard and listen well XD

Hopefully they'll have something good to say and show about it at the end of the Mentorship :) oh and if you wanna be in the March mentorships just keep a look at the Mentor Coalition Twitter and follow them and you'll get all the latest news which will allow you to hop onto the mentorships quickly. It's first come first serve after all :) 

Project Legacy Progress

So what's been happening with my Project Legacy, in all honest I've been taking it quite easy since the last updates. I've been a little bit tired of trying to design and focus on modelling while I'm getting used to the pace of work + Mentorships. So I've been doing a bit more laid back work since last time I updated the blog.


I've been doing substance designer studies on how to be a bit more efficient in the way I make things. I also started looking at a bunch of stylized substances which in the end in my opinion ends up pretty hard to make. 

So I've made like a "Master" Substance for the future temple assets that I'll be working on. It allows me to plug in varied shapes and it'll handle most of the things on its own with little super-vision and like the rest of the look of my project I wanted something that was relatively easy to read and not overly noisy. 

(I really should just sign up to @JoshLynch mentorship xD and learn properly haha)

Though I've set up my noises and masks in a way that allows me to make more detailed decay if I want to. Like this picture below:

It was quite interesting since you could go from a realistic result to somewhat stylized result with nice and clean carvings out of the tiles. In the end I obviously end up using the stylized result for the materials.


So I ended up thinking about what temple-type stuff I'd like, I ended up thinking mostly about how the temple-of-time is setup in Zelda and I'd probably want something in that direction. I generally really enjoy Zelda-type dungeons & the stuff you see in Shadow of the Colossus , so something in that vein would be nice.

I just ended started making these shapes, though I can obviously just plugin whatever shapes I want in the end but here are some previews of the shapes I'm currently using. It's probably prone for change anyways.



These are directly from the Substance Designer viewport, using tessellation, however in-game I won't be using tessellation at all since it's very expensive, so I've also been focusing on shapes that would read well through the normal map. Which means that bricks etc aren't necessarily 90 degrees around the edges, they're beveled, it'll read better as a flat surface + normal map later.

Obviously most of these patterns are quite easy to get out of the box in Substance Designer, but I was also able to plugin more custom patterns made in Substance Designer to get a nice result out for more specific type textures.


I'm also using similar techniques to deal with some trim textures that I'm also currently in the process of making. This however is more in a WIP-state trying to make use of some of the trim-techniques that people have been posting here on ArtStation.


While I'm doing all this I'm trying to put some more time into actually finalizing some of my simpler assets. I've been trying really hard to have a super simple workflow that wouldn't be so production heavy.


As for the rest I need to finish off my trim sheet, it's more of a pain since the trim sheet will have different materials etc it's a bit more annoying to set up honestly. I've been thinking of just pulling it into Substance Painter and doing everything everything in there. It's probably more efficient if I want specific detail but yeah , we'll see.

I also need to get off my butt and finish off some of the buildings and the street-props so that I can make a little scene , make it pretty and basically finish of the area for now.

Looking to the future, I'll soon start working on the temple-kit for the grassland temples stuff. It'll be interesting and fun :D


Until next time!

Warping out!

/Chris Radsby