s6 wrote: »
My guess was close able air vents that are currently in the open position. I imagined square piping running out from all those points right there and meeting up with O2 silo's and some pump mechanism outside to pump air into the room.
aaronmwolford wrote: »
Something I've been wondering. In this case the floor and overhang have unique numbers. Does this mean we will have to create x number of unique textures to accommodate all of them? Maybe an alpha plane for the text? Thoughts?
Robust wrote: »
aaronmwolford I was thinking of making one abd using decals or put all the numbers/letters on one sheet, tile it and move it around on a shader instance and blend it in with a lerp or vert paint. In the past, I've tried to put all my decals on one sheet, and then try to crop out what I don't need with the decal actor options in UDK, but for me it's too glitchy, the entire sheet flickers and projects at certain angles.
Also, my take on the ceiling plates.
AlexCatMasterSupreme wrote: »
unique or a tile with both parts or what? What's your setup for this?
Looks good btw the only crit is that it could have some larger details and maybe some dirt, in the concept it looks near the botton on the edge or whatever of the main swoopy part it has more wear.
Overall I like it but it needs larger details so it reads better at a distance.
Subtle 1rony wrote: »
I don't know if you're using tiling textures, but that can be a good way to get the resolution you need.
You might layer two tiling textures on top of each other(mesh underneath and painted lines on top) and a mask to blend between them. That way you can increase the tile of your black mesh independently.
That could be a solution, but there's more than one way to skin a cat. You might also consider breaking it up into smaller pieces so you don't have one 2k texture working to fill that huge area. Personally that's how I would do it, as well as make as much use of tiling textures as possible.
I'd love to hear input from some of the other guys here. Like I had always heard "games use tiling textures" but it took me a while to realize how exactly they were used. Going into games and closely looking at the environments was helpful, because you realize how much they get away with repeating their textures all over the place.
Subtle 1rony wrote: »
@Higuy: You could try increasing the lightmap resolution for your static mesh. by default its set at 32 pixels which is pretty small. Double click your static mesh in the content browser and a window opens(I forget what the dialog is called) and it has the setting to increase lightmap resolution.
Edit: I should clarify, you should increase the resolution for any static mesh onto which the shadow is falling, meaning not just the crate, but the surrounding wall and floor as well.
Hey Bartalon thanks for the tips dude! I went and started over on my block out and much happier with the results this time, and now I am going to start working on some High Poly.
AlexCatMasterSupreme wrote: »
<font size="3"><font color="RoyalBlue">Welcome to the Monthly Noob Challenge January 2014 (15)!</font></font><br /> <br /> <br /> Join our <font color="DeepSkyBlue">Skype </font>group too if you want! Add me on Skype and I will add you to the group.<br /> Skype: alexmasterofcats<br /> <br /> You don't have to join the skype if you don't want to though, you don't need to ask to participate or anything, just start doing it and post in this thread!<br /> <br /> This month's concept:<br /> <img src="http://i.imgur.com/EAQM95k.jpg" border="0" alt="" /><br /> <a href="http://www.routinegame.com/" target="_blank">Routine the Game</a><br /> <br /> Feel free to approach this however you like but I'd recommend making it as modular as possible to save time and keep things optimized<img src="images/smilies/pcount/icons/poly120.gif" border="0" alt="" title="Poly120" smilieid="55" class="inlineimg" /> It's up to you, as long as you are learning then it doesn't matter right?<br /> <br /> Also if you want to change up the concept a bit as some people wanted feel free, interpret this concept how you want.<br /> <br /> There are some things that I would like to point out to for newcomers,<br /> if you only want to do a few props as best you can, go for it! This way you can work on building up to a full scene. <br /> <br /> <br /> <font color="Red">RULES:</font><br /> <br /> <br /> <font color="Red">Please read all the rules.</font><br /> <br /> When you are just starting out making a scene can seem complicated or imposing, so break it down. <br /> <br /> Think about how you can re-use assets, re-use textures, break it down as simple as possible plan it out, a lot of people will break it down in their own way when they start out their challenge. Gather some refs as well for different parts of the scene, maybe gather some refs and make it your own. <br /> <font color="Red">Take your time planning and blocking out, it will set you up for success later on.<br /> </font><br /> <br /> <br /> <font size="3"><br /> All that matters is that you learn and give and get advice and are willing to be critiqued.</font><br /> <br /> <br /> <br /> <font color="Red"><font size="3">So here are the specific rules:</font></font><br /> <blockquote><br /> Try to do one crit for every post you make, this will make for a better learning environment and help us grow as artists.<br /> <br /> Must make your own textures, no stealing, we can't keep you from it, but the goal is to learn, even tileables, I mean you can take someone else's image and make it tileable, that's fine.<br /> <br /> You must use a game engine OBVIOUSLY. UDK or Cryengine will probably be the most used, but feel free to use any. <br /> <br /> You must try your best and finish as much as you can in this month.<br /> <br /> Post what you are working on in this thread so that way it's a more centralized place for advice and critique and we don't have 1000 disjointed threads littering the forums. <br /> <br /> <br /> Well that's about it, if you think the rules should be changed let us know.<br /> <br /> I would strongly encourage you to go and look at other games and see how they make their assets as well as get concept art to give it your own feel, but it must stay very close to the concept, if not super close. <br /> <br /> Please stay away from Ddo, yeah, it's great if you know what you're doing, and for a production pipeline supplement, but other than that, please don't use it. Ndo2 is allowed. This was talked about in the other thread, please don't complain. </blockquote>