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Assets Dwarven Expedition Pack

Discussion in 'Works In Progress - Archive' started by florianalexandru05, Nov 6, 2017.

  1. florianalexandru05

    florianalexandru05

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    Welcome to the Dwarven Expedition Pack, the place for AAA dwarven dungeons!

    Download: Asset store link

    Making this new assets for one of my clients, Dwarven Monster Slayers. It's non exclusive content so expect it on the store when it's finished. What I want to do with this is add as much dwarven/ dungeon based content as possible, meaning I'll add more then one dungeon types in the design. There will be a lot of props and possibly things such as items..

    Started with the first tile...




    ...then pillar design, all in modular parts:







    This is another set of wall props:





    Albedo texture 4k size:




    In Unity renders:



     
    Last edited: Apr 6, 2020
  2. florianalexandru05

    florianalexandru05

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    More screenshots, playing with some emission for fun!




    Models


     
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  3. florianalexandru05

    florianalexandru05

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    Made a simple test render.







     
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  4. florianalexandru05

    florianalexandru05

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    Was playing with metalness a bit. Metal bars are detachable.





    And this is the new pillar, low poly and sculpt. Just need to UV and bake.

     
  5. S4G4N

    S4G4N

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    Love what you doing, looking great man ;):)
     
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  6. florianalexandru05

    florianalexandru05

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    Thanks Forge! : DDD

    Finished the base normal map finally. Now to texture it.




    Just for the record, the writing on top means "life and death".
     
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  7. cybersoft

    cybersoft

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    Great work and I am waiting for the final version!
     
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  8. Mister-D

    Mister-D

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    some points of critique
    heres what i would change;
    reduce the thickness of the grout in your brick textures and remove most black from your albedos,looks like AO is applied in your albedo maps
     
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  9. florianalexandru05

    florianalexandru05

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    Hmm, at first I would of asked you, why would you want to reduce the thickness of the grout? I actually wanted it to be like that but looking at it again I kinda see what you're trying to say. Haha, I do have to admit I was guilty of using a lot of black with my first pack but not this time sir! : D Besides might you be talking about this?



    (oh right I did use some PP AO on this shot)
    I do have to admit that for that tile I did use a very desaturated color, almost black but not pure black, I still want some contrast between the bricks and the grout. Also it's not AO, it's just a darker colored cavity map. I'll show you a few sections of my textures.
    Albedo 1.jpg Albedo 2.jpg Albedo 3.jpg

    I still want a bit of a stylized look, tbh I don't think I'll be able to achieve realism. I do relate with you about the AO, gotta admit I use a lot of post processing AO when I need it. I'm still trying to get away from it as much as possible as I don't like it that much. As for textures, I'm trying to get a specific weathering effect like this:



    With normal maps on and lighting, the strong color contacts won't even be very visible that much, trust me on that!
     
    Last edited: Nov 26, 2017
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  10. Mister-D

    Mister-D

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    these screens look alot better. your colormaps look fine
    might be something with your scene setup that u get all those black parts.
    ive attached some examples on what i mean with the bricks

    this gives clean sharp heightmap
    brick1.jpg this looks blunt and unrefined
    brick1B.jpg

    anyway, dont take this negativly im trying to help ;)
     
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  11. florianalexandru05

    florianalexandru05

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    I'm not dw! Used PP AO in the rendered scenes at strength 1 but I think I'll set it up at 0.5 next time.
    Yeah, I added some post processing AO over the albedo screenshots to so you can see the shapes better, it's not pure albedo render.

    Oh I see what you mean now, thanks! I'll think about this, have to make another brick tile. Thanks for the drawing, I was having a hard time thinking what kind of tile to add. Btw what kind of brick tile do you think I should add for a below level, smaller or larger bricks?
     
  12. Mister-D

    Mister-D

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    tweak ao and also maybe the strength of your normal maps
    i would use large tiles for lower dungeon.
     
  13. Mister-D

    Mister-D

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    something like attachment>
     

    Attached Files:

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  14. florianalexandru05

    florianalexandru05

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    It's actually kinda hard for me to adjust the AO, I change my mind all the time about what I like and dislike lol but yes, I am trying to use less AO but the post processing is pretty limited so it's hard for me to get what I want. :confused:
    Not sure what you meant about normal strength, are you talking about the details on the stone or the actual strength of the normal texture?

    Honestly I'm pretty ok with my first tile, it's supposed to be all covered in cement like that, I think I used a specific reference image for it, but what you showed me makes more sense. I'm gonna me 2 more times then.

    Dude, I like your sculpt and albedo map tile!!
    Mind if I steal that tile design then? I'll see if it works for me :D (I mean the thing you draw)
     
  15. Mister-D

    Mister-D

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    i mean the actual normaltexture strength , there is a slider in the standard shader
    feel free to use my attachment as u wish, they were for a dungeon i started but never finished it.
    i got lost in the dificulties of modular design and texture atlasing ;)
     
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  16. florianalexandru05

    florianalexandru05

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    Tried out your texture, it's pretty cool! Btw what do you need a colored specular for? For pbr you won't need that unless it's gold or metal right? I'll show you some screenshots later.

    This is strange but every time I click to go on your profile it gives me a error. I wanted to see more of your dungeon stuff.

    In other news I just finished the pillar. I'm not satisfied with the lighting preset but whatever...

     
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  17. florianalexandru05

    florianalexandru05

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    It's done and I'm satisfied now. Some final images in Unity.




    And some final renders


     
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  18. florianalexandru05

    florianalexandru05

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    Still alive, will most likely post tiles and here's one you already know, working on a new one...
    Some better rendering!

    MaterialDEP_01A.jpg MaterialDEP_01B.jpg MaterialDEP_01C.jpg MaterialDEP_01D.jpg
     
  19. S4G4N

    S4G4N

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    Last edited: Jan 22, 2018
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  20. florianalexandru05

    florianalexandru05

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  21. florianalexandru05

    florianalexandru05

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    Last edited: Jan 26, 2018
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  22. florianalexandru05

    florianalexandru05

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    I have yet to take screenshots of all the new modular parts but I added more object details...
    The metal bars are just a cut out with alpha!



     
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  23. Jesper-Nielsen

    Jesper-Nielsen

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    Looks promising - an almost naturalistic style but with a handpainted touch to it :) Are these based on scans?
     
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  24. florianalexandru05

    florianalexandru05

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    Thanks, there are no scans there, I did everything including modeling and texturing from scratch ;)
     
  25. florianalexandru05

    florianalexandru05

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    Re-rendered a test with my new updated assets, the scene already looks alot better!

    DEP_SC-34b.jpg


    DEP_SC-53.jpg
     
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  26. florianalexandru05

    florianalexandru05

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    Working on 4 separate gate variations for the dwarven pack. This is the frontal exterior one which is the biggest.







     
    Last edited: May 2, 2018
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  27. Mister-D

    Mister-D

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    u keep getting better n better
     
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  28. florianalexandru05

    florianalexandru05

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    Thanks, I think the dwarven door should be my best work yet if I don't jump the gun about it that is. It's also gonna be accompanied by a specific exterior wall and a huge head statue around the stone arch. The stone arch is made from one mesh btw, at least the arch part that sits on the tiles.
     
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  29. florianalexandru05

    florianalexandru05

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    Finished the low poly now and it has UV. Now I have to bake the normals. I decided to make some of the details some mesh and not rely that much on the normal maps. This side of the gate is around 1800 faces x2 as the full gate, not bad for a big model.


     
    Last edited: May 9, 2018
  30. florianalexandru05

    florianalexandru05

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    Making some progress... yes this is the low poly with normals and AO!

    It's turning out to be hard work!

     
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  31. florianalexandru05

    florianalexandru05

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    If you guys wanna see a early texture and color scheme here it is but it's anything from finished!
    Am trying to figure out metalness ...

    Updated!

     
    Last edited: Apr 28, 2018
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  32. Mister-D

    Mister-D

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    looks great toby!
    following u on sketchfab.
    one critique , i would have made the wood more red and worn , it looks cheap and weak to me,
    worn-wood-texture_2858331.jpg
    nevertheless great job
     
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  33. florianalexandru05

    florianalexandru05

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    Thanks for letting me know, I was actually looking for some helpful advice on the wood so it's very much appreciated. The current wood looks to clean and plastic so yes, I have a lot of work to do on it, was thinking of making it more dirty or darker. :) Atm the textures aren't done yet, they are there just to give me the sense of how I want the model to look like a raw draft. :eek::cool:

    ...and here's some PBR render tests in Unity:





    Btw thanks for the follow, will follow back if I'm not already doing it.
     
    Last edited: May 9, 2018
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  34. florianalexandru05

    florianalexandru05

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    I tried making a older looking more reddish wood but it didn't turn out well unfortunately so I let it this way, it is more dirtier and a bit darker now however. I might try it again as a final update but overall I'd say my gate is done.
    It's the small details that make the biggest difference and give the gate the feel and look I wanted.



    The texture maps, metalness roughness workflow, 4k. I think I messed up so I had to change the value of the metalness map to get the look I wanted. Next time I'll make and test my metals first before everything else. :(

     
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  35. alexanderameye

    alexanderameye

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    Love this! Is there a way for me to buy just the door?
     
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  36. florianalexandru05

    florianalexandru05

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    Yes, I'm planning to put it on the sketchfab marketplace but I didn't think of a price yet, has to come from the full price of the pack. If you want I can sell it directly you!
     
  37. alexanderameye

    alexanderameye

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    Alright great, I'll let you know if I've decided :)
     
  38. florianalexandru05

    florianalexandru05

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    Alright thank you, I'll think of a price on it then! :)
     
  39. florianalexandru05

    florianalexandru05

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    Exterior walls in progress, rough mesh design so far.




     
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  40. florianalexandru05

    florianalexandru05

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    Have been working for a while on this but it's finally finished, the exterior part!

    *give it a while to load, it's 4 - 4k textures in there!*

     
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  41. florianalexandru05

    florianalexandru05

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  42. moco2k

    moco2k

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    Awesome work!
     
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  43. florianalexandru05

    florianalexandru05

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    Thanks, I worked really hard on it.
     
  44. florianalexandru05

    florianalexandru05

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    Made some screenshots







     
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  45. florianalexandru05

    florianalexandru05

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    [UPDATE] My plane flight is on 9 July so I'll be getting back to work as soon as I get home that month!
     
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  46. florianalexandru05

    florianalexandru05

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    I got to Spain, till alive and working... now messing around with SEGI!

    Aox.jpg
     
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  47. florianalexandru05

    florianalexandru05

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    I Improved my rendering using a lighting hack. The following images will be done using this workflow.


    ----

    I made my first substance material!






    ----

    Made a crate texture using the new substance.








     
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  48. florianalexandru05

    florianalexandru05

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    Back at this and I made a few more dungeon doors. Will make a lot of wooden stuff with my wood substance!



     
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  49. florianalexandru05

    florianalexandru05

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    Making more wood parts.

     
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  50. florianalexandru05

    florianalexandru05

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    First phase, based normal map bake.

    Screenshot_1.jpg Screenshot_2.jpg Screenshot_4.jpg

    More details will be placed on top. I think using Substance, these will look better than ever!
     
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