Hey guys, not sure if this thread has the best title but I'm making this scene (concept by Edwin Rhemrev):
I'm working on some modular pieces so that I can have hallways and stuff for a FPS map.
I'm getting a lot of reference from 20,000 Leagues Under the Sea.
This scene is something I'd like to have on my demo reel and on my website, so aiming for good quality work.
Here are some assets I've done so far. I think the polycount might be too high...
Do you think I'm heading in the right direction with this? Critiques would be great (:
Thanks!
Replies
Early days, you go lots to make! Now show us the block out...
In Maya, my spec and normals give much more of a punch, so I guess Im going to need to find a way to make them better in UDK
But speaking of which those black lines could do with some hilights & wear to define them as insets rather than just lines.
But its looking really good so far, can't wait for more
but like you wrote, normal and specular maps need some tweaking.
Create another scalar param and drop that into spec power so you can control how sharp the spec is on the metal.
Now the only issue you may have and I did not take this into account when I first started typing. If you're brass parts share the same uv space the vector param in the diffuse will not work so well cause its going to tint everything. Now if you set your brass to be on another texture call out it could work that way. If this makes no sense PM me or say so in thread and ill cook something up really fast.
Mask Salesman: I'll be sure to get right on that. Somehow I keep forgetting wear and tear on metal in this scene, even though my ork scene has a metric shit ton of it...
Ambiguous Package: Thanks! Yup, that makes around 75% sense right now, but we have a UDK teacher that's a genius when it comes to setting up shaders. I'll get him to have a look at your comment and then he can help me out with that
I've been taking a lot of reference from Fallout 3. I've been playing with my girlfriend at her place and I've been stealing ideas for "filler" objects (fans, grills, grates etc).
Anywho, here's an update. This is the first time I've baked a hi-res to a low res object, and I'm pretty happy with how it turned out. While I'd rather handpaint my normal maps (like everything else in the scene), hipoly modeling gives me so much more control of the shapes of bevels and such. need to practice this more...
And I made a rug (256x512 texture tiled 4 times)
And these floor window things
Looking forward to more!
Update time
(probably wont end up using this...)
And a door that Im not happy with at all. So blurry, even though a lot of the UVs are mirrored.
THERE'S A COLOURED VERSION??
He must have did a paintover by himself...I've been struggling with the colour scheme so if there is a coloured version that would make things much easier
The diffuse textures look good.
pf
but how could you think this is a spaceship? :O
@Neox, forgot to put in my first post that I would be changing my backdrop to space rather than underwater, but I decided I'm going to stick with underwater after all
Alright, so yesterday I got to work on the globe. I had this fallout 3 screenshot open on my other monitor and tried to match it best I could:
and here's the globe
So the idea behind it is it's a computerized globe on a semi-spherical screen, and there will be a console at the front so Mr President or whoever is there can swivel the digital globe. Then there is a lens with measurements and stuff on it and that can slide accross the surface of the dome. I haven't attached it yet, but basically I'll have maybe 5 or 6 hydraulic arms that stick out around it's circumference and attach to the rim around the dome. Deviates quite a bit from the concept, but I think it could be a neat feature :P
And in less exciting news, I re-textured the carpet.
Here's a woodtest...let me know what you guys think...
When I did a steam punk piece the mistake I made was picking materials as I went along instead of picking them all at once to see if they all matched together. Also with alot of different metals in the scene I'd also had to redo the spec/gloss on them to differentiate them from one another.
side note: honestly I thought it was a spaceship as well unitl I saw the dolphin...I wonder if my classmate knows this??? :P
however to get a proper copper feel it's crucial to use a colored specular map.
same goes for brass, if you're using it somewhere.
Today I worked on some rails, I like them better than what I had before. Just need to get the handle on them now.
Think this'll fit the scene okay?
Here's a shot of everything so far
(take all what's below as a personal opinion xD)
I mean the style is there but i'd really like to see more wood and absolutely it need brass which imho would contrast better better with the warm tones.
I know it's still a wip but it might also benefit from more "artistic" detailing, the wood rails you did really looks steampunk to me and i'd like to see more detail like their on other parts of the ship itself (eg the carvings on the metal panels really don't fit. Steampunk is derived by victorian age art, even art deco style could fit.
also please no computers : |, definition of steampunk is a modern age in which electricity was never really discovered and we'd still use steam powered machinery for everything... some lights might be acceptable but really not computers...
Not much of an update, but I made a crate. I'm sorry...the world doesn't need anymore...just needed a filler object.
Also, I think that will be my style for website and future screenshots and stuff (just so everything is more consistent)
hipoly
EDIT
also made this light. 3 x 64x256 maps
EDIT 3: Im curious about how long I take to do things. That crate took me around 10 work hours total (from concept to low poly to hi poly to baking and texturing). I heard that normally you need to do two props like this a day...Should I be doing stuff like that a lot quicker? How long are you given usually for a prop like that? What about a prop of more difficult design (like an ornate wooden chair for instance) ?
Thanks,
-Julio
EDIT 4: Alright rather than bumping this thread I'll just attach this here as it isnt much of an update. Behold, boring wooden table