I wanted to take time to work on things that I think I am lacking in my portfolio, as well as try new things. I want to work with modularlity, work more with foliage, and lighting. I am inspired by the above image, but would like to constrain it down to a smaller environment, which I will detail below.
I would like to create a Siheyuan, or Chinese courtyard house . In it I want to include a small pond, some foliage (lily pads, trees, flowers, etc), and appropriate dressing. Surrounding the courtyard I want to include a hallway/walkway and a main building to be the focus point. Across from the main building there will be an alcove with a bell, similar to the image below:
For this project I want to explore modularlity, substance designer materials, water, foliage, and world machine (for mountains in the background and possible terrain), and possibly marvelous designer for cloth/flags/rope.
I have been pinning references below:
https://www.pinterest.com/laauggie/temple/
Schedule:
Asset Breakdown:
- Background Mountains (World Machine)
- Modular Temple:
- Floor Sections
- Columns
- Hall Columns
- Temple Entrance Columns
- Trim (Hero Asset)
- Fence
- Roofing
- Hall Roof
- Straight Section
- Corner Section
- Temple Roof
- Ceiling Sections
- Rafters
- Steps
- Door
- Wall Sections
- Wall Hall
- Wall Door
- Lanterns
- Paper Hanging Lanterns
- Standing Stone Lights
- Hanging Brass Lanterns (?)
- Stones (3-4 variations)
- Foliage
- Lily Pads
- Grass
- Bamboo
- Flowers
- Ferns
- Temple Door
- Bench
- Vases
- Ceramic (Planter)
- Fine China
- Ding (Chinese Vessel, Hero Asset)
- Tea Set
- Cup
- Pot
- Tray
- Petal Decal
- Grime Decal
- Moss Decal
- Basket
- Incense Holder and Incense
- Bell (Hero Asset)
- Bell Ringer
- Rope
Materials:
- Stone Tile
- Hall Tile
- Plaster Walls
- Painted Wood
Schedule:
- Week 01
- Proxy Blockout
- Rough Lighting
- Week 02 - Showcasing completed blockout, rough lighting
- Complete Proxy Blockout
- Rough Lighting
- Water Shader Testing
- Week 03
- Begin Zbrush High Res
- Foliage
- Rough Lighting
- Begin Material Creation - Substance Designer
- Week 04 - Showcasing high res hero assets, some textured, mountains, and substance designer materials, and current environment
- Continue Zbrush High Res
- High Res Hero Asset (Bell)
- Rough Lighting
- 1 Completed Substance Designer Material
- World Machine Mountains
- Week 05
- Continue Zbrush High Res
- Lighting
- Integrate Effects (Ambient Particles, etc)
- Begin Texturing
- Refine Water Shader
- Week 06 - Showcasing finalized high res assets and textures, water, and environments current progress
- Finalize High Res (show off new high res assets)
- Continue Texturing (Show off several textured assets)
- Finalize Shader Creation
- Week 07
- Continue Texturing
- Lighitng
- Refine/Touch up any assets
- Final shaders, hero assets, textures, etc
- Week 08 - Showcasing final project, completed
- Polish
- Refine/Touch up any assets
- Finalize Lighting
- Documentation
- Renders of hero assets, textures, wireframes, etc
- Texture breakdowns
- Shot breakdowns of environment
- Video render/edit
- Substance Designer material graphs/materials
Below I did a super quick block out to better illustrate my idea:
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