This may seem like it's pretty complicated, and if you are starting out it can be overwhelming, so take it piece by piece. This can be broken down into a segments. Think about what will be unique, what will be tiled, what kinda textures you'll need to make, just plan before you go.
All that matters is that you learn and give and get advice and are willing to be critiqued, I am thinking that at the end of the month a small prize may be handed out to the winner, nothing significant , maybe a game or something. If you guys like that idea I'm for it.
So here are the rules:
Must make your own textures, no stealing, we can't keep you from it, but the goal is to learn, even tileables, I mean you can take someone else's image and make it tileable, that's fine.
You must use a game engine OBVIOUSLY. UDK or Cryengine will probably be the most used.
You must try your best and finish as much as you can in this month.
Post what you are working on in this thread so that way it's a more centralized place for advice and critique and we don't have 1000 disjointed parts all over.
Well that's about it, if you think the rules should be changed let us know.
I would strongly encourage you to go and look at other games and see how they make their assets as well as get concept art to give it your own feel, but it must stay very close to the concept, if not super close.
Have fun!
PS: I am extremely familiar with Cryengine and can answer probably any question you happen to have when using it.
PSS: There will be a small prize for completion/best scene, Just Cause 2 for PC on Steam. It will be up to you guys to pick the best(if enough people finish this unlike last month).
Don't have much time tonight so I quickly made some high poly stuffs. I have the monitor texture sheet laid out and Imma work on that tomorrow after I finish a prop for my other scene.
Only reason I'm posting this is to prove I'm participating this month. I don't know how I feel about those side paneling things, or what material they even are... SO I'll prolly re-do it later.
Definitely giving this a go. Not sure how I'm going to handle all the wires and pipes yet, guess I'll find out soon enough!
As far as texturing use a few tile able textures for the wires themselves. You could also just model. A lot of thing connectors individually and reuse a trim sheet to make them all unique, look decent, and take less time and use less memory.
Kinda thrown together to give you an idea, I'm going to make it out of 6 sections. 1 being the turn at the end of the hall, 2 the hall way section with the ridges on either side, 3 the bulkhead, 4 is kind of a backup in case I need a section somewhere, idk what I'll put on it, 5 and six being the padded section and the wire-y section, floors and ceilings will be different models except for maybe on the bulk heads.
Also I don't know how open you guys are to changing things about the concept, but I think I might add some key boards. I don't exactly understand the lack of them at the moment.
I'm in it too.
I figured the best way to start is to do 1 part of the enviroment in right proportions,then scale rest based in it.
So, http://pbrd.co/W5DxN7
Now i modified the mesh and their uws.separated the side to other mesh, like in my breakdown, because in max, it looks good but in UDK i have some smoothing issues:/ plus i realized, i waste a lots of polys with the sides.So now its separated
Whelp block in for first 3 modules (really only 2 I have to model) is done along with the side and the roof (minus the windows) I also high poly modeled one of the floor segments, I gtg do some stuff for a little while, I'll be back in a while.
Also, as for the rest of the modelers in here, Awesomeness is in full effect, amazingly fast progress everyone!
On a not un-related note, until now I thought the windows went into other rooms above and below this hall, but now that I think about it I think they go into space and the "other rooms" are actually just the reflections of the room your in... making cube maps will be new for me, this is gonna be exciting.
Edit: oh forgot to say, the progress is the middle floor module high poly model, bout to start on the high polys for the walls, I think when I start lagging because of the poly count is when I'll go back and start low poly modeling them. I want to get as much roughed in as fast as possible. (Sticking to the main modules, ignoring things like the monitors and wires and stuff).
I did a quick test in UDK for scale, then built these modules quickly to mock it up. Thankfully this scene is modular, there's so much detail in the art 0.o. I'll probably have to simplify it down.
pancake, what method did you use for cutting out the door path? OR pros what would you do, I cant decide if i should do it by splines, boolean or just box model it
pancake, what method did you use for cutting out the door path? OR pros what would you do, I cant decide if i should do it by splines, boolean or just box model it
From the looks of it he box modeled it optimized it by hand and beveled the edges, pretty nicely done too.
From the looks of it he box modeled it optimized it by hand and beveled the edges, pretty nicely done too.
I started off with a poly plane and two cubes- one horizontal, one vertical (for verts to snap to), and extruded, split and snapped the plane to the shape I wanted. Plus some bevel. I do love my bevel
I started off with a poly plane and two cubes- one horizontal, one vertical (for verts to snap to), and extruded, split and snapped the plane to the shape I wanted. Plus some bevel. I do love my bevel
Wow, definitely not the way I would have done it, definitely unique, I'll have to try it that way, do you use maya or 3ds max?
Wow, definitely not the way I would have done it, definitely unique, I'll have to try it that way, do you use maya or 3ds max?
There's probably a much better and more efficient way, but that's all I could come up with at a pinch. I use Maya- still need to get around to learning Max!
I will be working on this scene the same way I did for last months challenge.
Week 1: Modelling
Week 2: Texturing
Week 3: Working in the game engine
Week 4: Revise and retouch.
Will also be throwing my hat in, mostly cause I need portfolio pieces and tutorship rather badly and this is as close as I can get right now :P, I have no girlfriend and aaaaaallll night to work on it, lol.
Pulled apart my scale test into a few separate modules. I'm choosing to replace a lot of the wiring with pipes instead, especially on the exposed areas where the paneling appears to be removed. I have a feeling even having a few exposed areas are going to be difficult - I don't know much about electronics, so I'll have to do a lot of R&D or I'm doomed to hit a creative wall
Still have more modular chunks to build up (and I have no idea what I'm doing with that door). Ideas more than welcome.
Nice blockouts! I dont make any blockout.Is it a problem, or it doesnt matter?I know the most of artists are make blockouts at the starting of the progress, but i can do without it i think.I just modeling them from piece to piece.
Anyway here is my daily update.Finished 2 high and 2 lowpoly model,UV-ed out, and baked the normals and the AO, and started to working in UDK.The reflections (DX11 Image based) are looks a little strange at some areas, i will fix it later, but now continuing with modeling in Max.
Keep it up guys:)
Personally I just make a block out for my own benefit, to see how every thing will fit together, speaking of fitting together could anyone do a quick tutorial on how to do a second uv for lightmass in UDK? (as the second model has some overlapping uv's).
Progress, PS: first two are in marmoset and third is both of them in udk, with dynamic lighting.
There are some issues with the normal maps but I am confident that I can resolve them in photoshop, I just needed to get rid of some of the high polys in my 3ds max scene, so I went ahead and low poly modeled and normal mapped them.
Edit: Oh btw any of y'all who have low poly modeled the floor whats you guys poly counts?
For all of the pro's or experienced players here, at what point do you start dropping into engine? I have my layout set to the grid 8,16 so i know it will fit. Do yo export basic blocks then again when its finished or just when its done?
Replies
This may seem like it's pretty complicated, and if you are starting out it can be overwhelming, so take it piece by piece. This can be broken down into a segments. Think about what will be unique, what will be tiled, what kinda textures you'll need to make, just plan before you go.
All that matters is that you learn and give and get advice and are willing to be critiqued, I am thinking that at the end of the month a small prize may be handed out to the winner, nothing significant , maybe a game or something. If you guys like that idea I'm for it.
So here are the rules:
Must make your own textures, no stealing, we can't keep you from it, but the goal is to learn, even tileables, I mean you can take someone else's image and make it tileable, that's fine.
You must use a game engine OBVIOUSLY. UDK or Cryengine will probably be the most used.
You must try your best and finish as much as you can in this month.
Post what you are working on in this thread so that way it's a more centralized place for advice and critique and we don't have 1000 disjointed parts all over.
Well that's about it, if you think the rules should be changed let us know.
I would strongly encourage you to go and look at other games and see how they make their assets as well as get concept art to give it your own feel, but it must stay very close to the concept, if not super close.
Have fun!
PS: I am extremely familiar with Cryengine and can answer probably any question you happen to have when using it.
PSS: There will be a small prize for completion/best scene, Just Cause 2 for PC on Steam. It will be up to you guys to pick the best(if enough people finish this unlike last month).
GOOD LUCK
Only reason I'm posting this is to prove I'm participating this month. I don't know how I feel about those side paneling things, or what material they even are... SO I'll prolly re-do it later.
As far as texturing use a few tile able textures for the wires themselves. You could also just model. A lot of thing connectors individually and reuse a trim sheet to make them all unique, look decent, and take less time and use less memory.
Btw its uses only a 512x512 normal map at the moment.
Good Luck!
Kinda thrown together to give you an idea, I'm going to make it out of 6 sections. 1 being the turn at the end of the hall, 2 the hall way section with the ridges on either side, 3 the bulkhead, 4 is kind of a backup in case I need a section somewhere, idk what I'll put on it, 5 and six being the padded section and the wire-y section, floors and ceilings will be different models except for maybe on the bulk heads.
Also I don't know how open you guys are to changing things about the concept, but I think I might add some key boards. I don't exactly understand the lack of them at the moment.
I figured the best way to start is to do 1 part of the enviroment in right proportions,then scale rest based in it.
So,
http://pbrd.co/W5DxN7
http://pbrd.co/W5DTn2
https://plus.google.com/hangouts/_/082bdb5d319ce0692baac692bb482b5e363eac9c?authuser=0&hl=en#
Is this baked down? Can you show your unwrap im curious how you did it. Did you seperate the seams or keep the all stitched
Here is my blockout,, im pretty happy with the proportions,, maybe it needs more width, but im gonna start modelling some pieces.
Also, as for the rest of the modelers in here, Awesomeness is in full effect, amazingly fast progress everyone!
This is the blockout with simple meshes that I made so far
Sorry I use max:/ But I know that Crydev has a wealth of knowledge on it, what do you need to know?
Progress:
On a not un-related note, until now I thought the windows went into other rooms above and below this hall, but now that I think about it I think they go into space and the "other rooms" are actually just the reflections of the room your in... making cube maps will be new for me, this is gonna be exciting.
Edit: oh forgot to say, the progress is the middle floor module high poly model, bout to start on the high polys for the walls, I think when I start lagging because of the poly count is when I'll go back and start low poly modeling them. I want to get as much roughed in as fast as possible. (Sticking to the main modules, ignoring things like the monitors and wires and stuff).
The mock-up:
i really struggle with the planning and the uv's so i hope to learn a lot in those area's.
Good luck to all.
@Bonkahe The lack of keyboards is because there all touch-screens so no dirt comes in to play. just a thought
From the looks of it he box modeled it optimized it by hand and beveled the edges, pretty nicely done too.
I started off with a poly plane and two cubes- one horizontal, one vertical (for verts to snap to), and extruded, split and snapped the plane to the shape I wanted. Plus some bevel. I do love my bevel
Wow, definitely not the way I would have done it, definitely unique, I'll have to try it that way, do you use maya or 3ds max?
There's probably a much better and more efficient way, but that's all I could come up with at a pinch. I use Maya- still need to get around to learning Max!
Not much to it yet though:
PS: Idk how much I'm going to get done tomorrow, got allot to do.
End of day 1.
I will be working on this scene the same way I did for last months challenge.
Week 1: Modelling
Week 2: Texturing
Week 3: Working in the game engine
Week 4: Revise and retouch.
Still have more modular chunks to build up (and I have no idea what I'm doing with that door). Ideas more than welcome.
Anyway here is my daily update.Finished 2 high and 2 lowpoly model,UV-ed out, and baked the normals and the AO, and started to working in UDK.The reflections (DX11 Image based) are looks a little strange at some areas, i will fix it later, but now continuing with modeling in Max.
Keep it up guys:)
Progress, PS: first two are in marmoset and third is both of them in udk, with dynamic lighting.
There are some issues with the normal maps but I am confident that I can resolve them in photoshop, I just needed to get rid of some of the high polys in my 3ds max scene, so I went ahead and low poly modeled and normal mapped them.
Edit: Oh btw any of y'all who have low poly modeled the floor whats you guys poly counts?
Obscura, that is in udk? it looks good
I just added the ceiling and did changes to floor and walls