Thursday 28 April 2016

feedback





made some changes to the shapes, also re-planared the outter panels so theyre flat, now im starting to build in extra shapes to break up the lines and give new spots for details later on

Sunday 24 April 2016

minor building shapes



continued with adding in shapes and breaking up patterns, also adding in the building shapes for a skyline, but after about 30 minutes of dotting in shapes, i realised theyre all slanted and I acutally need to go over the top and add in subtle flat bits so that the buildings are verticle to the ship. this will look better and give a better skyline.

ship start



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Wednesday 20 April 2016

another idea scribble

still rolling with the same idea, just scribbled a slightly different layout and tried to make more of a bigger "den hole", not entirely sure about this one so might try another one tomorwo night, 20 miuntes

Tuesday 19 April 2016

idea 2


made like a little forest den where kids go play, just developed another idea  little further. kinda like it

Monday 18 April 2016

moss and idaes




Trying some practice of making an interesting composition, trying to make a little forest den. will take a couple of the best ideas and develop them further with a little bit of colour. also made some moss above because, uh yea why not, left is flat, right uses SSS

Wednesday 13 April 2016

sss differences


So here we have the SSS profile and SSS setting, top and bottom. As you can see with the profile, the blurs are really nice and it gives a much better material feeling, however its pretty shitty at actually translating that to pass through lighting. Now having done some reading, Im not sure shader profiles support back scattering of light sooooo im not really sure where to go with this for now...

I base the fact it doesnt work on the fact this is written in the unreal documentation
Currently there is no backscatter of light.





Monday 11 April 2016

bah, shaders

So spent a couple more hours today playing round with the SSS and realised I wasnt going to get the results I wanted in marmoset or substance. I was aiming for the SSS I could get with Vray which naturally is well beyond an actual game engine. I think i'll move onto the next project now before I tear out too much hair over shaders I cant control. maybe I should learn shaders... :|

The SSS just seems to make things brighter here rather than give the illusion of transparency in the mesh. This is fairly straigth forward to achieve in a more advanced renderer, but I feel like im going to go round in circles for quite sometime If i pursue trying to get this running in the marmo engine. I mean perhaps i could create a semi transparent overlay mesh that sits ontop of this mesh that then lets the stuff below work, but realistically, i just want to do something new now.


Sunday 10 April 2016

jade material


Just working on a new material this is the reference, needs more work. more subtle colours i think in hindsight. the blacks are too black and ytada yada, also no sss in the actual material so far which dapens out a lot of the darkness.

Tuesday 5 April 2016

scaling

gotta love substance, almost done with the scales. then just gotta blend in some little bits of the legs as you can see it looks like its sleaves are rolled up.

Monday 4 April 2016

scales and some normal fixes

been adding in scales, one by one, using projection and alphas, theyre all unqiue sizes and rotations so they look more natural as a sculpture

Sunday 3 April 2016

Unwrapped and baked



As said on the tin, unwrapped and baked the fucker, god its a nightmare. anyways texture next! huzzah