I absolutely love all of those pipes in the last screenshot. How do you go about UV mapping pipes like that? I've made a really cool low poly pipe model to fit into a corridor with a huge mess of pipes crawling all over the ceiling and walls, but haven't found a good productive method to UV and texture them.
looks fairly similar to the "unfold strip from loop" button in the unwrap uv modifier. minus the relax part. unless im totally misunderstanding what the peel uv's does.
sziada: no realtime reflections in UDK dx11, except planar ones, so its either imagebased or static cubemaps.
roosterMAP: yup, its a bit too much inside the station, I have set up areas right now, but that one is a bit crazy, hasnt done any custom post processing for that part yet either : / Actually the bokeh texture is already a hexagon I think... ^^
minorthreat: yeah, I either unwrap with modos peel tool, or sometimes I just use the default UVs the pipe has from the start in modo ^^
amazing stuff, of course but the bloom and lighting hurst my eyes. indoors i can almost excuse it, but neonsigns and screens that shine THAT much outside , in full sunlight? and it really distracts when i try to look at all your pretty art assets, im like hmm that one hell of a vent-thingy, cool textu- BAAM! big shiny neonlight in the face!
really, REALLY like the grimy dirty scifi though. keep it up!
This is so awesome and my number one reference when it comes to grimy sci-fi stuff! Really amazing!
I wonder how many sides your cables (especially the smaller ones) usually have?
Thanks guys. There hasnt been any updates lately, been really busy with work and stuff, so had to give this a rest. Also i ahte it and think it looks horrible in so many places : D Still not sure how to go about fixing alot of things, but I guess i'öö just have to power through and make it all look decent before i let it go.
stickadtroja: Yeah, all the emissive stuff is still placeholder/temp, they are not supposed to be that bright no ^^
AkiRa: thanks! : D It depends on what use I have for them, but usually between 4-6 depending on size and distance to camera.
Great work, looks really interesting and quite like the preview town from ID's Rage (and they have about as much story and dialog... ) I hope to be that fast at generating content someday. I'd love to hear about your workflow, but i will watch your videos, im guessing you talk about it.
One question for anyone: I don't understand how all that variation can be accomplished by one 4K texture. Maybe if UE4 applied a base texture and Tor's was overlaying those? They all seem such high resolution.
EDIT: Okay, i have only read about 3 pages when i made that comment so i have to say a little more: WOW!!! Love it, love the detail. i have no problems with the noiseyness, just looks amazing. Also vehemently disagree with the majority of the crits
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beautiful! i wish the dof was not so strong tho. and that it was less soft. switch to a hexagon bokeh texture.
Yeah, it's a pretty powerful plugin to have probably one of the best for UVing.
roosterMAP: yup, its a bit too much inside the station, I have set up areas right now, but that one is a bit crazy, hasnt done any custom post processing for that part yet either : / Actually the bokeh texture is already a hexagon I think... ^^
minorthreat: yeah, I either unwrap with modos peel tool, or sometimes I just use the default UVs the pipe has from the start in modo ^^
Snefer: looking good!
really, REALLY like the grimy dirty scifi though. keep it up!
I wonder how many sides your cables (especially the smaller ones) usually have?
stickadtroja: Yeah, all the emissive stuff is still placeholder/temp, they are not supposed to be that bright no ^^
AkiRa: thanks! : D It depends on what use I have for them, but usually between 4-6 depending on size and distance to camera.
This would be my dream....walking around in this environment with a new Oculus Rift head set.
Do you think you would ever package this up and put it out there? I would definitely pay money for this experience.
Thoughts?
P.S. If you need any human models for your cause... let me know and I would be happy to provide you with some models for free.
One question for anyone: I don't understand how all that variation can be accomplished by one 4K texture. Maybe if UE4 applied a base texture and Tor's was overlaying those? They all seem such high resolution.
EDIT: Okay, i have only read about 3 pages when i made that comment so i have to say a little more: WOW!!! Love it, love the detail. i have no problems with the noiseyness, just looks amazing. Also vehemently disagree with the majority of the crits
Firstly this is UE3 not 4, and if you want more info on this kind of thing check these links out:
http://www.torfrick.com/info/lab.html
http://www.polycount.com/forum/showthread.php?t=89682