PogoP, for sure, good advice aswell. Let me know if anyone ever need help with tornados.
ambethia: yeah, i am switching site for my next stream, dont want to be a heartbreaker! ^^
Nice to see it in realtime The curtain animation is a little weird, is it matinee? Love all of the textures and the atmosphere though! Looking forward to seeing what you add next
Quick question. I'm not sure if you're doing any breakdowns or anything at the end, but for the particles in the light from the window, are those actually lit or is it just a particle system that's only spawning right there with a bright material so it looks like they're lit? I'm trying to get my particles to react to light, but it doesn't work so well. I considered making two versions, dark and light, and having the light ones only spawn near the windows.
leleuxart: the curtains are placeholder, but the animation is a vertex shader. The particles in the windows are unlit, but only placed in the windows. Making lit particles is possible of course, but its also pretty expensive, you can easily fake it aslong as there is no moving lightsources ^^ So yes, your suggested approach sounds perfectly fine to me. Its more work-heavy, but alot cheaper aswell ^^
This is looking great Tor! I remember reading a while ago that you use Modo 501 for your normal mapping. As a Modo user myself I was wondering if you could go over how you can get assets to bake so well and come out looking great in UDK. What sorcery do you employ to accomplish this?!?!
NickGW: thanks! Well, I dont know, I dont make anything special really, use smoothinggroups when needed, but try to avoid it as much as possible. One thing to note though, is that normalmaps are displayed wrong in the modo viewport, they only fixed that in 701. If you want your normalmap to display properly in 601 or earlier, you have to put the opacity at 50% Also, the renderers triangulation is different from the viewport triangulation, so if you want it to match up perfectly, triangulate your mesh before baking it (or just triangulate a copy and bake from that)
Aaand lazy sunday, I made a roof today for the main room:
Great to start at the first page of this thread and watch 1 prop turn into 2 props, then 3, 4 and then before you know it there is a full scene. Nice work mate, looking forward to seeing more of this!
That high poly looks great man! Say, are you gonna bake it onto one texture? The asset is very symmetrical, it seems like you could bake 1/4 of it and mirror it for the LP. Save texture space and make it crispier.
Are you using a custom env cubemap on the reflections of your metals? That last prop you posted looks a bit dull and flat in the shadow, which is shame cos it seems like that normal would lend itself very well to some nice copper like spec/gloss readability.
HP: yeah, I'm always mirroring as much as possible, almost all the assets in the scene are mirrored in several ways : ) I'm going to mirror the texture like you said, and use it for normalmap and base diffuse, and then use the lightmap -UVset for a tiling diffuse with vertexpaint for cracks and dirt : )
And yeah, right now its a custom cubemap from another level, which is why it doesnt match up. I need to setup a new one for this level, aswell as redoing the shader a bit to give it a bit more oomph, right now the cubemap is only in the diffuse channel so thats why everything looks a bit dull in the shadows, but I will do another pass on shaders soon I think. Also need to set up some more fakery for the reflections and lighting, its all a bit dull right now.
Also need to set up some more fakery for the reflections and lighting, its all a bit dull right now.
Yeap, absolutely agree. I always find that reflections should be pumped a bit for the normals to read well, specially the glossiness. the key is to find that sweet spot between the flat look and the wet look. Right now, it looks very dusty and dry, which is also ok depending on what you want to achieve.
Would love to know a bit more on what kind of fakery you'll be doing. I was messing around with this kind of stuff myself this weekend and didn't get very far. I wanna try and play around with custom cubemaps too, sounds like the sweet spot between actual cubemaps and those weird blurry cubemaps they use on Mass Effect.
Yeah, that is more or less what I'm doing actually, even though you cant really tell in this scene yet, need to go to DX9 mode and make a cubemap since its broken in DX11 >___<
Baked out the ceiling with temp texture and shader atleast : )
Wrapped up my candelier for the ceiling! : ) Guess this means I have to put some kind of light on it aswell, haha, would feel like a tiny bit of a waste otherwise, hmm. ^^
Wow looking nice! That's just purely kit bashing right? What's your inspiration, I realize it's baroque, but are you just making up patterns as you go along or did you go off reference for the chandelier?
Thanks! Yeah, its only kitbashing in modo. I look at references alot for the general designs and shape to get ideas, and basically just grab the things I like and combine into what I want. Then I use my kitbashlibrary for the details, bonus is that I get a uniform style throughout. ^^
Big fan here! ^^ Seeing your work really makes me want to learn this modo kitbashing technique you speak of... Sorry if this seems like kind of a dumb question in the face of all the awesomeness in this thread. But, to get all that intricate detail, do you merely create pre-built meshes in modo, and place them on and around a base object? I have yet to watch a livestream myself!
Iciban: i basically just build a bunch of different ornamental pieces like flowers and snirkly things, and then I just bend and combine them into the shapes I want. I'll post some examples next time : )
Finished the lowpoly and baked it out. One shot from the level, one shot unlit from modo, and one shot from UDKs model browser ^^
coots: haven't had time to try modo 7 all that much, did a quick try with it and they fixed a few things, broke a few things. Nothing big for gamedevs though, from what i could tell. I swap between 501 and 601 ^^
Suba: yeah, that was a bit much, i have turned down the chromatic abberation with about 75% since that picture you posted though, so I feel that its at a good level now in the later pics ^^
haha, yeah, I figured I'd finish up some things for once before moving on completely.
Updated some of the shaders a bit, like on the metal objects. Started using Dx11 reflections and specular. Also made some random papers etc, and a new wall-candleholder thing : ) Also added windanimation on all the cloth on the furniture aswell as the loose wallpaper. (but you cant see that ^^) Pretty low quality lightbake so its a bit full of artefacts.
Thanks alot! Only a few assets left to make, even though I want to do a big revamp of the floor aswell, but i'll see if i can muster up the willpower to bother ^^
This is getting more awesome with every single asset you throw in there, Snefer! Amazing work!
Would you mind telling us a bit about how you made the pages of those books i.e to make em really look like pages? (maybe a noobish question but yeah...)
Would be great!
AkiRa: Thanks! I basically just modelled a sheet of paper, did some bending variations and then copied those out to a stack, and then I just modelled the lowpoly around that, nothing complex really It holds up pretty well unless you get close ^^
Updating this ever so slowly ^^ Added some effects for the windows, mmhhhh that dirty cameralens! Also added stuff like broken glass on the floor from the windows, some new placeholder curtains, more leaves etc. Slowly getting somewhere ^^
Added another room in the corridor, just so that I dont have such an abrupt end to the scene, getting some antler action in there, but wont make any special assets for it, just background stuff : )
The atmosphere is fantastic, and some of the detail you've gone to is phenomenal. The only thing that really pops out for me is how clean/eye bleedingly white the cloths are
This is really starting to shape up (as if it was ever not in shape ^^), but you get what I mean. ^^ Looking really cool and moody!
One thing that's bothering me with the scene is both the material/texture on the protective cloth on the furniture because it looks too clean/artificial, as well as the fact that none of the furnitures are uncovered. I think it would be very cool if one of the sofas/chairs were either uncovered (and really dusty!) or just half-covered.
Watching the progress through this was awesome. I wanted to ask if your workflow differs much from the Eat3D tutorial you did. Been looking at it recently and am seriously tempted.
Thanks for the comments!
HomeGrownHeroz: Yes, my workflow is quite a bit different from the Eat3d tutorial, this environment is a lot less modular so there is alot more unique texturing here, wanted to push my detaillevel of props a little bit instead. I will do a breakdown of the workflow and everything once I am done with the scene. Which should be soon.
Replies
ambethia: yeah, i am switching site for my next stream, dont want to be a heartbreaker! ^^
[ame="http://www.youtube.com/watch?v=JG1qFKsJ1TQ"]Baroque Environment WIP - YouTube[/ame]
Quick question. I'm not sure if you're doing any breakdowns or anything at the end, but for the particles in the light from the window, are those actually lit or is it just a particle system that's only spawning right there with a bright material so it looks like they're lit? I'm trying to get my particles to react to light, but it doesn't work so well. I considered making two versions, dark and light, and having the light ones only spawn near the windows.
Aaand lazy sunday, I made a roof today for the main room:
Are you using a custom env cubemap on the reflections of your metals? That last prop you posted looks a bit dull and flat in the shadow, which is shame cos it seems like that normal would lend itself very well to some nice copper like spec/gloss readability.
And yeah, right now its a custom cubemap from another level, which is why it doesnt match up. I need to setup a new one for this level, aswell as redoing the shader a bit to give it a bit more oomph, right now the cubemap is only in the diffuse channel so thats why everything looks a bit dull in the shadows, but I will do another pass on shaders soon I think. Also need to set up some more fakery for the reflections and lighting, its all a bit dull right now.
Yeap, absolutely agree. I always find that reflections should be pumped a bit for the normals to read well, specially the glossiness. the key is to find that sweet spot between the flat look and the wet look. Right now, it looks very dusty and dry, which is also ok depending on what you want to achieve.
Would love to know a bit more on what kind of fakery you'll be doing. I was messing around with this kind of stuff myself this weekend and didn't get very far. I wanna try and play around with custom cubemaps too, sounds like the sweet spot between actual cubemaps and those weird blurry cubemaps they use on Mass Effect.
Baked out the ceiling with temp texture and shader atleast : )
Finished the lowpoly and baked it out. One shot from the level, one shot unlit from modo, and one shot from UDKs model browser ^^
I just think the overall effects are nice, except the chromatic aberration, which is a bit strong and deserve the quality of the scene.
In my opinion we should feel it, not see it. Pic related
Good work
Suba: yeah, that was a bit much, i have turned down the chromatic abberation with about 75% since that picture you posted though, so I feel that its at a good level now in the later pics ^^
Updated some of the shaders a bit, like on the metal objects. Started using Dx11 reflections and specular. Also made some random papers etc, and a new wall-candleholder thing : ) Also added windanimation on all the cloth on the furniture aswell as the loose wallpaper. (but you cant see that ^^) Pretty low quality lightbake so its a bit full of artefacts.
Would you mind telling us a bit about how you made the pages of those books i.e to make em really look like pages? (maybe a noobish question but yeah...)
Would be great!
Thats exactly the way It did it last time but I looked not as half as good as yours...maybe the lack of experience.
One thing that's bothering me with the scene is both the material/texture on the protective cloth on the furniture because it looks too clean/artificial, as well as the fact that none of the furnitures are uncovered. I think it would be very cool if one of the sofas/chairs were either uncovered (and really dusty!) or just half-covered.
My two cents. Keep it up!
HomeGrownHeroz: Yes, my workflow is quite a bit different from the Eat3d tutorial, this environment is a lot less modular so there is alot more unique texturing here, wanted to push my detaillevel of props a little bit instead. I will do a breakdown of the workflow and everything once I am done with the scene. Which should be soon.