biofrost: its a 4k texture. Im going for PC specs, so i can afford going extremely highres. I even thought about swapping it for an 8k texture, because of the insane re-use im getting out of it. However, in order for everything with unique textures to match up texelwise I have to be a bit smart about how I map them aswell.
reverndK: its not really hard to do when you are dealing with these specs, just put a tiling texture in a corner of the texturesheet and cut up your lowpoly into quads and assign, I mean..it will cost you some verts, but its really nothing in the large scheme of things. Its more of a time issue, its not really that efficient, unless you are really strictly limited by one material per prop and not so limited by vert ^^
ZeroBigSis: experience, and iteration, to be honest. I know there are certain details/shapes/surface Im going to need, and what i will use in combination with eachother, its a bit of an artform to make a good modular texture actually, Im still not satisfied with this one, there are parts that I have hardly used yet, which means I should probably ditch them.
Working on some larger buildingmodules to build some of the mid-range stuff right now : ) Just jumping back and forth and doing random stuff ^^ Built some fast building-thingys to replace my placeholders.
lookin good.
I think it looks a bit strange that they're are mostly all one metal material. Maybe if you added another large element like skylight in the room up top, or a big non yellow vent with a bunch of non yellow pipes coming out the back and wrapping around to the front. Kinda like a big wound.
RoosterMAP: well, its a building module, I dont want to have too much color variation and stuff in the basic module, trying to be a bit subtle about it so its not too noisy, I will however do similar things like you suggested, I will add an interior, pipies, air conditioners etc, aswell as integrate them better into the buildings, the pipes were a great idea : )
its not really one material, there are different materials here and there where it makes sense. The signs have their own material, the boxes etc. Im using this modular approuch as a compromise between quality, speed and looks, just trying to figure out how to build things faster : )
Unfortunately that recording is like..stuck in limbo, it should be up but it isnt, so I emailed their support, good thing is though that now the viewer cap is raised so it wont max out instantly, woho!
Recorded a small clip to show how it all looks in motion right now! Looots of bugs and placeholder etc etc, but gives a decent feeling of the vibe im going for : D Also, now the ball-robot is rigged, and temp animated, by my awesome friend Markus!
Thanks alot : ))
Revel: yes, everything is designed by me : )
KartoonHead: yeah, im using vertexpainting alot, but I pick the color with vector parameters in the shader.
Did some more indoor work, placing some placeholders in there, building some walls and stuff Grain is wayy to high right now, will need to turn it down ^^
Wow! Very cool environment! It reminded me ID's Rage, which i love very much! Where you find time to make the whole level? As i know, it is very hard to combine creative work with full-time job... ehh)
Thanks for the comments! : )
DLoud: Yes, all the lighting is dynamic. First time im trying this so its a bit of a struggle ^^
pity: Im very inspired by rage, which is amazing, so that is not a coincidence ^^ Hmm, well I just model alot :P
I got a crash, so I lost two weeks worth of work in the persistent level, but I have rebuilt most of it now, and added in more assets, here are some more shots of the robot shop ^^ working through the placeholders ^^ The computer is a placeholder, as is the..glowy lamp-thing for example.
Replies
reverndK: its not really hard to do when you are dealing with these specs, just put a tiling texture in a corner of the texturesheet and cut up your lowpoly into quads and assign, I mean..it will cost you some verts, but its really nothing in the large scheme of things. Its more of a time issue, its not really that efficient, unless you are really strictly limited by one material per prop and not so limited by vert ^^
ZeroBigSis: experience, and iteration, to be honest. I know there are certain details/shapes/surface Im going to need, and what i will use in combination with eachother, its a bit of an artform to make a good modular texture actually, Im still not satisfied with this one, there are parts that I have hardly used yet, which means I should probably ditch them.
I think it looks a bit strange that they're are mostly all one metal material. Maybe if you added another large element like skylight in the room up top, or a big non yellow vent with a bunch of non yellow pipes coming out the back and wrapping around to the front. Kinda like a big wound.
No high-res models, whaaaaaat?!
/signed
/also signed
Jessica: nope, building it all from modular textures sofar, except some tiny props here and there sofar.
And another update, another angle of the building. tweaked various things, added more props.. all around poking on stuff.
I'm blown away by the fact that this is one material. Operating on a whole different level.
but what are those bright lights in the last screen?
and yeah, all hail the building with boobs! xP
How do you go about creating those tileable scifi textures, baking or straight up ndo magic?
Oh and: Streama mer Tor, kollar varje dag ifall n
http://www.livestream.com/snefer
Will probably do some modular assets, maybe some highpolystuff. Whatever I feel like. ^^
Unfortunately that recording is like..stuck in limbo, it should be up but it isnt, so I emailed their support, good thing is though that now the viewer cap is raised so it wont max out instantly, woho!
[ame="http://www.youtube.com/watch?v=0XbLr_X5QL4"]The Grime district WIP - YouTube[/ame]
Seriously amazing stuff Tor.
Anyway, did you design the concept yourself??amazing, really!
Revel: yes, everything is designed by me : )
KartoonHead: yeah, im using vertexpainting alot, but I pick the color with vector parameters in the shader.
DLoud: Yes, all the lighting is dynamic. First time im trying this so its a bit of a struggle ^^
pity: Im very inspired by rage, which is amazing, so that is not a coincidence ^^ Hmm, well I just model alot :P
also i'd like to know this too ^