Hey, guys. Im currently working on a rubble library for UDK. The idea is to get the most diverse rubble pack possible, and to train myslef to produce realistic organic models. In addition, once I feel the pack is finished or whenever I get burnt out, I'm planning on open sourcing the entire thing. Just a little gift for the community that has given me so much.
Here's what I have so far...
Replies
Keep it up, man!
You are right about that you can quickly burn out, have done that some times before myself, when i thought of doing model packs, but even if you do you already have a few models
I hope you don't burn out tough, would love to have a pack like this in udk
This was all done in 3ds max procedurally. I used mostly noise and displacement modifiers to make these, and then used polygon cruncher (which I highly recommend everyone buys), to make the low poly.
Many of these models share the same texture map, so I think I was pretty efficient in the texturing department. But, then again, if they are too high rez, you could just make them smaller...
I also forgot to mention, I also have a "broken-concrete" decals pack finished. Sometimes it looks amasing... other times not so much. Have a look:
I think that those models are more then enough of single concrete pieces for most scenes.
If you're using UDK you might consider doing some sort of a smart-ass material that blends in different kinds of textures through vertex painting. Like random paint lines, moss and dirt. This will greatly help increase reusability and really make for the most diverse rubbles ever.
Im looking to have a procedural material that will slightly change the look of the object every time I make a new instance of the static mesh. Is that possible?
Not that I know of. I think impossible for the same material to look different on objects and that makes sense when you think about it.
Unless of course there's some vertex painting involved, which I think is your best bet.
Like in the second video over here:
http://www.polycount.com/forum/showthread.php?t=80907
You might also want to check out here:
http://udn.epicgames.com/Three/MeshPaintReference.html
and here:
http://www.3dmotive.com/product-udk-mesh-paint
that's a great idea. I've never thought about it. Thank you very much for correcting me. I'll have to look into that sometime.
can't take full credit i'm afraid. had the idea it would be possible then got the details from this tutorial:
http://www.chrisalbeluhn.com/UDK_Asset_Position_Offsets_Texturet_Tutorial.html
works pretty well for modular pieces though
But the main thing I wanna show you guys are my modular road assets. The biggest one is 1,200 tri's, so its pretty well optimized. All of them use the same 1024x1024 texture. The models tile PERFECTLY in UDK (but the snapping aint so great). What u guys think?
And oh, can we see some texture sheets? The "broken" part really interests me!
anyway this seems to be some kind of bridge or motorway above ground? in this case, how about the sidewalk or side walls?
Also, there will be railing to prevent you from flying off the edge.
" In addition, once I feel the pack is finished or whenever I get burnt out, I'm planning on open sourcing the entire thing. Just a little gift for the community that has given me so much. "
and that:
"Alright, next ones I do will have rebar."
or this:
" And oh, can we see some texture sheets? The "broken" part really interests me!"
Guess you found a job, huh