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Hi All!,
I am going to be recreating this dirty bathroom concept by Francis Tsai. I am only partially done roughing out the layout. My goals is to learn vertex painting I figured this concept would allow for plenty of that :P
I think one of the biggest things I am going to struggle with is getting the camera just right. I haven't looked up changing the field of view in UDK yet but I think that will help it.
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If I was doing this, I would get the geo semi-finalized before starting with textures and normal maps. Are you going to match the lighting exactly?
Great start, but as Jordan said the roof is really too low. It will be much more noticeable when you put the air ducts! Also I think the walls look too wavy!
Keep it up, and don´t be me like and finish it! I really want to see how it will look!
chrisavigni~ I'll tone down the wavy walls as soon as I jump into the texturing. I thought the waves in the normal might look cool but I guess they are a little much.
Looking forward for more.
Switched to a different hosting site that allows bigger pictures. I didn't realize the other was cutting the image in half.
Set up the materials in UDK just placeholders for now with basic vector 3 colors.
I started working on the normal maps for the exhaust vent and vent cover. My work flow in creating a highpoly mesh in Max and baking the normal from that then unwrapping onto it. (I don't know if this is the best work flow or not but it allows me to quickly generate some tileable normals)
I am struggling with creating effective diffuse and specular maps. I was working on the pipe but it looked way too much like a pasted on picture of a rusty pipe. If anyone has some good tutorials for that I would be very happy
I haven't posted in a while, been busy with work but hopefully I get moving on this. I've added some more textures and started playing around with post process effects and a exp. height fog. I know it might be a little premature since I still have more textures to finish.
As Always critiques are appreciated/welcomed
It will help to give your gloss a lower value so your spec will catch more light and give the environment that wet look.
I can defiantly cut out the fog and dof I kind of went post process crazy after I started messing around with the stuff lol.
By larger detail do you mean the grime and dirt stuff along with graffiti? I was planning on originally using vertex blending to blend between a dirty texture and clean one but later decided to instead make all the grime on decals. Most all of the textures I am using are small tiling textures that have the assets unwrapped outside of the 0-1 space since the lightmaps are on a different channel.
I do need to work on my spec maps a bit I haven't perfected creating them yet lol but I have been crunching them down into the alpha of the diffuse for space saving purposes I guess I could have put them in the blue channel of the normal too.
Thanks for the reply
I will post more updates soon I have been busy with work and such.
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Not the most exciting update but work has been hectic lately
And the grafitti would need to be done with a small pen, it just dosn't look right.
Try taking a look at this video
Regarding the seams, try making the pipe as one piece or use the junction to ride them!