Gypsy Wagon
From the old fantasy world of the Fable series, I drew inspiration from the hand-painted textures and uniquely styled world to create a Gypsy Wagon of my own
Overview
Maps and Textures
Initially, I wanted to create multiple carts, so I wanted a universal base texture to use for all of them. So I made this texture for the basic wood and metal to use throughout the model.
To start, I created a plane in ZBrush and blocked out the planks using an orb crack brush. I then blocked out the basic shape of the wood with Clay Build Up and Trim Dynamic. I then went back in with the Orb cracks ti make deeper grains and a few more notch-like damages. The metal was also quite simple. I drew a few metal designs using H Polish, Trim Adaptive, and more Trim Dynamic. I rendered out the Normals and other maps in XNormal, then used dDo to create a base diffuse and I painted on top of that. I used this method for texturing this entire wagon, however, the base model was created in 3DSMax where it was unwrapped and where I also created all of the decorative pieces to make it more unique. |
Camp Subway
I found a beautiful piece of concept art, showing a grouping of three tents around a fire in a subway and I wanted to recreate the atmosphere and mood of such a scene. I did the block out in 3ds Max and brought a few of the pieces into ZBrush to finish it off.
As a whole, the scene is very simple, but I enjoyed building it. I truly enjoy how the light coming from the shaft casts on the devastated wall tiles.
For the tent scene, concept art really inspired me. I set out to reproduce the look and feel of the original. I used 3ds Max to create the lo-res and detailed it in ZBrush.
Lighting from the stairwell casting down on the abandoned and ruined station wall was difficult to achieve but ended up being my personal the highlight of the scene.
Many textures were photograph based/sourced
Most objects in the scene xNormals to extract the normal map from the high res ZBrush model.
As a whole, the scene is very simple, but I enjoyed building it. I truly enjoy how the light coming from the shaft casts on the devastated wall tiles.
For the tent scene, concept art really inspired me. I set out to reproduce the look and feel of the original. I used 3ds Max to create the lo-res and detailed it in ZBrush.
Lighting from the stairwell casting down on the abandoned and ruined station wall was difficult to achieve but ended up being my personal the highlight of the scene.
Many textures were photograph based/sourced
Most objects in the scene xNormals to extract the normal map from the high res ZBrush model.
Captains Quarters
I made this as an exercise to create and efficient scene while maintaining a certain mood. While working I experimented with a reflective glass shader which I enjoyed making very much.
I also took some of this time to solve a few other simple textures that could be used repeatedly. The tables in the scene are glass topped, framed with gold, and supported with wood. It is something I tried to use throughout the whole cabin. This Captain had taste and class, and enjoyed the finer things, and what better way to show it, than by surrounding himself with gold?
I also took some of this time to solve a few other simple textures that could be used repeatedly. The tables in the scene are glass topped, framed with gold, and supported with wood. It is something I tried to use throughout the whole cabin. This Captain had taste and class, and enjoyed the finer things, and what better way to show it, than by surrounding himself with gold?