Fireplace PBR: Concept + Block-out – What am I making?
·
To start
this project, I created both a art station mood board of other examples and a
basic photoshop drawing to test out the concept that came to mind
·
This
project seems to be deliberately open ended – and I knew that I wanted to try
and make something organic (as I seem to be doing with every project so far),
so I pursued that immediately through concepting.
Mood board + concepting:
· I browsed art station initially to try and find some PBR content so I knew what the upper limitations of my project would be. I remembered really enjoying the scene in the newest “God Of War” game where you meet a witch living in a big tortoise house in the forest. The style in that building was very medieval/simple living, with some fantasy natural growth elements like for example the front of the fireplace is one big tree branch – and that element was what inspired me the most. My art station collection can be found here: https://www.artstation.com/crystik/collections/1199676
·
From
here, I thought about how I could make the lighting more interesting in my
scene. I wanted to expand the branch into a full tree – so then I thought about
how to make the large flat area at the front of the tree more interesting. I
also wanted something kind of transparent – since then the lighting could come
out and create interesting shapes on the ceiling of whatever scene I ended up
with. When I started thinking about lighting coming through either holes or
windows, I started thinking of organic panel shapes in nature and the colour of
fire – this lead me to monarch butterfly wings.
·
The name
“Tree of Smoulder” also came to mind for this project, and I then began trying
to block out the shapes in a 3D space.
|
The tree concept |
Basic 3D Block-out:
·
Once I
had a concept in mind, I created a basic scene set up with a big tree with some
organic shapes marked out. I had no windows in this version – and I disliked
the overall shape of the back walls. A lot of the shapes need to be smoothed
out, and I think the shelves could be expanded onto the back walls. Even though
the brief is just a hero asset, I want to make as full of a scene as I can to
give a convincing narrative for who lives and uses this fireplace.
·
This initial
block-out did show me that the idea I had was interesting and could be
progressed further, as well as gave me an idea of how complex the tree had to
be and whether it would fit in the 10k tris budget.
|
Initial Block out |
More developed Block-out:
·
This version
had a much smoother tree transition into a ceiling, some more shelves on a
squared wall space, hanging planters to add plants into, and side pillars to
act as edge dressing to my scene. Edge dressing was something I was very
conscious of throughout this project, especially when it was the edge of my
scene going into the abyss.
·
I felt
like the scene needed more assets, and this was well away from the 10k limit
set out in the brief now. This made the scene look a lot fuller and more lived
in, and now I could begin separating the elements off so I could start quadding
for Zbrush.
·
The back
wall was missing in this version, but I planned on creating a brick wall and floor
out of decimated high poly bricks later that I will retopologise.
|
Developed Block out |
Final Conclusions:
·
I think
that this collection of assets is a good indicative of the scale of this
project, and I am excited to move onto the sculpting and refinement faze next.
·
Before
that, I separated all assets out so I knew what I was going to be modelling
with, and I could quad them knowing that they were all accessible.
|
Assets laid out |




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