cmon every asset is prefect... in this map you are using proper textures? Not like the other map of 256x512?
And well, my mates of videogames art desing we call you the "the crazy person of the textures"( I think that is the proper translation haha) as always awesome tread!
Tulkas: haha, thanks, i wouldnt say they are perfect though, far from it. In this scene im using proper textures, but also alot of masks.
sofabound: I will post some textureflats, sure : )
PogoP: thanks! Its just kitbashed and bended together really. Next time I will livestream (hopefully some time this week) I'll create a new asset from scratch with this method, Its pretty simple really.
Sir you are like super rich without having a Ferrari ( i think may be you do own a Ferrari though ) . What I am trying to say is your work is super awesome and you work in games industry too so that peace of mind you have helps you make more epic art .
It's insane how you do this work. This is the kind of stuff that would take huge amaounts of brain power for me to pull off, and many many hours of meticulous work and self criticism. But I read your updates on this piece, and you're all like "whoop-dee-doo just doodled out this derpy table today" and it makes me feel like a failure. That table is better than any single asset I've ever made.
If I modeled and baked a baroque - ANYTHING - I would feel super accomplished.
I am madly jealous of the ease in which this comes to you. And if it actually doesn't come to you easily, I'm jealous of how committed you've been to your craft and ashamed of my lack of commitment. This scene would be a feat of godliness for me to pull off.
Yeah, its a large texture, but I also mirror as aggressively as I can, so its actually only one quarter of the table that is mirrored across both axis. Right now the texture-rez is a bit random, not even resolution or anything, usually bake things out at 2k or 4k rez out of habit
I would really love to see a steam on how you model your assets. The table...that amount of detail. GOOODDDD LIKEEEEEE!!! hahahaha no joke! Your using modo right?
Long time no update, havent had any time to put into this really, but I'm slowly adding things here and there when I have time, putting in some more placeholders aswell : )
I did notice the odd difference in dirt/grunge levels at the bottom flower element where the ceiling pieces meet. One is almost clean the other heavily dirty. Very two face-esque. The only thing that jumped out at me.
Sorry that was me being rude and not taking the few mins to put an image up. It was tricky to explain without the correct term for the detail element. So here's a picture
I am being super picky but since the scene is so damn good it's a shame for something so trivial to be there.
nathdevlin: yeah, I see it now, will have to fix that when i go through the textures ^^ cheers for pointing it out ^^
Ged: thanks! Yeah, the curtains are very very placeholder ^^
More random work in the scene, making more placeholder assets, tweaking stuff here and there, added some effects and sounds etc... here are some detail lighting shot of the lighting sofar : )
Gah tor this is such a stunning room! I can't wait to see you (hopefully) finish this! Not something we've seen alot of. You always do a great job of creating spaces noone's really thought to make.
This is jaw dropping... Amazing work as always sneff! The only thing that stands out like a sore thumb to me is the curtains. The for some reason do not look up to quality as everything else.
kaikaisushi: thank you! Hmm, not so complex really Its basically a dominant directionallight for the main snunshine combined with large radius spotlights (on the lightsource) for extra bouncelighting, aswell as a few small pointlights in a few places for some subtle highlights. So its very few lights. I'll do a breakdown when finished for sure.
wester: thanks alot man! I will for sure finish this one, i promise, haha
mangled poly: thanks! Yeah, the curtains are very much a plceholder (as are all the other greyboxed assets) I still dont know really how to do the curtains, either with a good windshader or apex cloth or something, have never really managed to make good cloth in UDK.
Made some quick grass for the outside, a replacing some placeholders like the candleholders and the windowframe (the window itself is still temp though) I keep coming up with cool little tiny things to add though, but I have to keep my ambitions in check I guess if I'm ever to finish this piece ^^
Stromberg90: thanks! Hehe, I hope its useful ^^ Hmm, well, I think am ultimately going to dirty up the brass alot more, it has been abandoned for a long time so it should be quite oxidized and dusty, but I am going to try to crank up the contrast between dirty areas and reflective ones.
I'd say you're at such a high point in both art and technicality which most of us aspire to have some day. In your projects, how often do you come across problems you haven't solved before? Do you have all the steps planned out to expect smooth sailing from the beginning? (-- barring the creative decisions and visual development)
Ulwaen: if you look in the corners of some of the later shots, you can see the spiderwebs : )
Snafubar7: Thanks! First of all I wouldnt say that I am at that high of a point really. Least of all from a technical perspective. And I always come across problems, but thats self inflicted. I almost always try to learn something new with every thing I do, so I tend to set the bar at either a technical level I havent achieved before, or challenge myself by doing something I havent done before in some other way. If I would just create a quick basic environment with no technical specs really, it would be pretty smooth sailing, but where is the point in that? : )
dustin, thanks! yeah it sure is a pretty effect! I dont even need to fake it either, I can just use the actual bokehDOF thats in there if I want to. (also this scene is already reminding people so much of last of us, haha, hopefully it wont stray TOO close) Might play around with that a bit and see what I get.
Replies
And well, my mates of videogames art desing we call you the "the crazy person of the textures"( I think that is the proper translation haha) as always awesome tread!
sofabound: I will post some textureflats, sure : )
Stunning work!
OMG! Fantastic looking assets man! Your passion and skills are perfectly depicted!
Keep up the inspirational work !
Congrats!
Mr. Significant....all his assets are already on UDK, game ready. Aint them perfect? gee
The stream should still be viewable afterwards, in case you want to see it later : ) Will be building a baroque table or sumthin!
If I modeled and baked a baroque - ANYTHING - I would feel super accomplished.
I am madly jealous of the ease in which this comes to you. And if it actually doesn't come to you easily, I'm jealous of how committed you've been to your craft and ashamed of my lack of commitment. This scene would be a feat of godliness for me to pull off.
...What. I think I need to start watching these livestreams.
Mayalicious: unfortunately no, livestream sucks I think I will switch streaming-site, so maybe in the future that will be fixed!
Razorb: Look whos talking! ^^
Pope Adam: haha, thanks. I wouldnt say it comes easily for me, I've just been grinding art alot ^^
This is as cool as an iceberg. Every time you show off another small tip of the whole iceberg you are doing.
Very nice work you got going here.
Looking forward to your next steps.
I would really love to see a steam on how you model your assets. The table...that amount of detail. GOOODDDD LIKEEEEEE!!! hahahaha no joke! Your using modo right?
Iciban: yes I am : )
Long time no update, havent had any time to put into this really, but I'm slowly adding things here and there when I have time, putting in some more placeholders aswell : )
I did notice the odd difference in dirt/grunge levels at the bottom flower element where the ceiling pieces meet. One is almost clean the other heavily dirty. Very two face-esque. The only thing that jumped out at me.
I am being super picky but since the scene is so damn good it's a shame for something so trivial to be there.
Ged: thanks! Yeah, the curtains are very very placeholder ^^
More random work in the scene, making more placeholder assets, tweaking stuff here and there, added some effects and sounds etc... here are some detail lighting shot of the lighting sofar : )
wester: thanks alot man! I will for sure finish this one, i promise, haha
mangled poly: thanks! Yeah, the curtains are very much a plceholder (as are all the other greyboxed assets) I still dont know really how to do the curtains, either with a good windshader or apex cloth or something, have never really managed to make good cloth in UDK.
I would like to see some more interesting reflections in the brass, since it seems quite dull atm, might be because it's in the shade.
Quick questions
I'd say you're at such a high point in both art and technicality which most of us aspire to have some day. In your projects, how often do you come across problems you haven't solved before? Do you have all the steps planned out to expect smooth sailing from the beginning? (-- barring the creative decisions and visual development)
Snafubar7: Thanks! First of all I wouldnt say that I am at that high of a point really. Least of all from a technical perspective. And I always come across problems, but thats self inflicted. I almost always try to learn something new with every thing I do, so I tend to set the bar at either a technical level I havent achieved before, or challenge myself by doing something I havent done before in some other way. If I would just create a quick basic environment with no technical specs really, it would be pretty smooth sailing, but where is the point in that? : )