Breakdown Views
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A huge thanks for the follow folks for their great tools/alphas/base materials/brushes/masks:
Jared Chavez
Javad Rajabzade
Jonas Markussen
Jonas Ronnegard
Paul Malla
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Piezo-ceramic Panels
Harnessing energy from thermal changes (expansion and contraction), these panels serve not only as an expression of art and history but as a practical means of power collection and corrosion protection.
(Image Gallery)
The main structural panels, taking advantaged of the arched spine of the building for strength, can gather energy even under heavy snow load pressing down upon it. The old Vikings, master boat builders, realized that the arch/curve offered greatly increased strength, allowing for long and large buildings that could withstand great weight, much like the ships at sea.
Modeling took advantage of a single UV material and deformers to make the seemingly complex structure but with reduced overhead.
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Damascus Forgings
Metal assets
(Image Gallery)
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Granite Stone
Masonry and rock assets
(Image Gallery)
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Solar System
Low poly count for lots of instances.
(Image Gallery)
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Wood Walk
Single sided for main image, 4 sided for regular piece.
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Vertex Maps, UV, and ORM
Color ID vertex mapping played a critical pipeline for this project, bridging Blender, ZBrush, Substance Painter, and Unreal Engine. Careful UV's (Wire unwraps for example) kept materials realistic and allowed for easier texture painting and masking. Texture pipeline was BaseColor, Normals, and ORM (ambient occlusion, roughness, metalness), though height maps were also generated, they were converted and blended with the normal maps and nanite (no tessellation) was used in a mid-poly workflow.
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Vegetation
Refer to the prior postings and process.