Latest Work on last page:
Needing Feedback!
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Hello! I'm working on a environment that is set in an underground catacomb lair of a necromancer kid.
I've created the environment blockout, and put up base models for everything. Now I'm in the process of creating hi poly models and texturing. There are alot of models in the environment that still need some reworking.
I haven't thought of a good texture style for it, but I will be developing that this week.
These are 2 types of ghosts enemies that will be in environment (I plan to give them transparent low halves of their bodies and particle effects to make them ghostie):
This is an example of the kind of architecture style I'm going for:
And these are a couple of screenshots of what I've got so far in my environment (Oh! And a note! All texture work is completely temporary, I will be replacing that brick texture. It was just to help me while I was creating the pieces.):
I look forward to doing much more work to it in the next week.
Replies
the scene somehow looks like WOW...
Stone Stairs... With some "acid" damage at the bottom of the steps because that part is submerged and gets worn away by the green liquid.
Theres always usually something that messes up in the baking process. In this bake of the column, I have a missing polygon (no idea where thats coming from, I've checked the normals like crazy), and some weird jagged/bumped features (like on the teeth for example).
Found a better result. It involved me using the "Sculpt Geometry Tool" in maya, to bring the low poly mesh out more. I'm using Nex for my low topologizing, and I guess the initial results aren't bake ready. Atleast for highly detailed areas like the face on the column.
Still sculpting it. I wish I could make this faster!
Environment progress:
The waterfall and water texture is killing me! My inspiration for the water is: http://gulienallard.free.fr/images/Screen_DM01.jpg & UDK's bio blob material.
I've tried doing some Flow Map stuff, read thru some water tutorials. But I can't seem to wrap my head around the logic of creating a water material. I've dabbled with the nodes, and came up with what you see in my screenshot.
On to more baking and sculpting.
I did a stair step test. I have another step set that I will low poly and add to this one (to add more variety) It's pretty modular, so I feel happy feelings about using it all over the place. lol.
Sleep time now.. yessss...
my first thought exactly
i cant find anywhere the picture of the exact place that looks close to this scene,he's another one that's close at overall
http://greenleewow.files.wordpress.com/2012/06/19exteriorhub.jpg
I have a feeling it's a lightmap thing. But my question is: Why isn't it doing that wierd lighting thing to everything else I've baked? And what is causing it? I've laid my uvs horizontally, vertically, split the uvs on the corners so that the 4 sides of faces were separate islands, and then even tried the lightmap UV set.
Could it be my bake? This is what my normals look like:
I'm moving on to my next object, but UGHHHHH.
Heres the newest thing I've finished modeling. On to low poly baking now. Please o please don't look like my columns. lol. Next stop is zbrushing my statue vomiting the green soul water.
But I'll be back to post my examples of my crazy trim. Maybe theres some so small and simple that I'm missing.
Hmm...
Based on your screenshots it SHOULD be correct, but...try reversing the green channel in your normal map?
If that doesn't work then if you post your files online I'll try to troubleshoot. You're using udk?
Maya File of beveled, non-beveled, and my mid poly reference.
https://dl.dropbox.com/u/60882005/Thesis%20Public/trimHelp.ma
High Poly Mesh
https://dl.dropbox.com/u/60882005/Thesis%20Public/wallColumn_normalTwist_hi.OBJ
What I did:
I split the uv's for each side of the pillar, and I hardened all uv seams. Then I set the soft normals mode to Angle and Area weighted. This reduces shadowing on the low poly model, and keeps the normal map from having to correct as much.
I baked out from xNormal using a projection cage (just a slightly inflated copy of the low poly).
Took it into unreal, gave it some crappy lightmap UVs, and baked lighting.
I noticed something in that last step - without lightmap UV's, unreal will use vertex lighting. When it was using vertex lighting I was getting errors similar to the ones you were getting. Make sure that you give your model lightmap UV's.
Also, about triangulating the mesh before baking - make sure you keep it triangulated. So when you export it for UDK, it's already triangulated.
I am needing some help on choosing a statue face. Sounds silly, but I do. Anyways, here are the options. Note that I have a curled wing option!
Theres going to be a wizard and a necromancer kid character in this environment that I plan to make after the New Years. Just a heads up. So the wizard looking character is just a stand in.
- really enjoying the looks of this already, plus the faces on the coulumns are awesome xD
Been working on the refining models, and adding textured details. There are other areas I've been working on, and I will be showing screenshots of those soon!
I've been gone, but not idle! I am going to be polishing my environment more, and retexturing a few things that have been bothering me. Like the walls and the stones. I noticed that my colored lighting had been screwing with my texture color, so it'll be a big retexturing and lighting project for me. I plan to have the environment done by March, but in the mean time, I felt that I had to move on to my characters that I wanted to place into the scene.
First up, my Necromage Kid (aka necromancer)! A wip render of the kid of what I've got so far.
Next is my Wizard who is still needing his hair, fabric folds, and fleshy detail.
Should have both character done sculpted by Tuesday.
Stiil needs more work.
Last modeling progress shot before I post the finished sculpt. For both my Necromage Kid and the Wizard.
I plan adjust the head size of somebody. Either the kid or the wizard, because I feel that they have too much of a big difference. I know in movies like the Incredibles, and Wreck it Ralph, the head sizes don't match up, but I feel I'm doing it a little too much. They don't ever stand next to each other in my environment, but I feel compelled to make them look right if I ever posed them together.
Here is my zbrush sculpt with a flat texture polypaint.
Made some adjustments in photoshop that I think will help them look more consistent when standing side by side.