I have not done much, I had some time tonight so I started on the side panels n such I guess. These are just base textures, nothing final yet.
and then I realized I couldn't stop there. So I quickly made some more crap. The floor is meh, i'd if people will see the sides so i didn't care and my normals on that bump are wrong. Time to sleep I don't care.
Oh... dear god Scruples... I'm just going to ignore that module and replace it with pipes. Not the right way possibly, but I'm probably going in a more grungy direction than the concept. Hope deviations are still accepted :P
Yeah it's been kicking my ass, I started over once, are you using blender Pancake?
I dont have more time for modelling today. So here is what i made. Started to making the electronical wall piece.I trying to make the parts modular, because this thing on the other side is a little different.
Okeydokey, spent quite a while getting the normals looking right, but I think its getting close to completion, still need to add a specular and put some ware and tear on the diffuse, also there's some spots that need some love, but overall I'm liking it.
Marmoset:
And in udk:
And I have wrote a short ballard to Marmoset:
Marmoset, oh Marmoset, we love you, we hate you,
you make our work beautiful,
but you blind us to the short comings,
Marmoset, oh Marmoset, we give you polys and verts,
you put everything else to shame with your indirect lighting,
Marmoset, oh Marmoset, you make us great, but you leave us bumming for change.
Yeah that's all I got.
Edit: ok, little bit of fiddling, and I got a pretty good emulation of marmoset, minus the amazing detail it magically puts into the textures.
Rimes! Rimes! We want rimes! ahaha
anyway it looks very good bonkahe!
Obscura - Yes, it's almost the same mesh... maybe do i have to know something? For that mesh, what detail i need to model in the highpoly? I thought i just needed to do a better smoothed one or with a more defined shape...
Question about how cryengine "white levels"? I've notice I have to change a shaders' diffuse color to sometihng like 128 otherwise it'll be overblown / washed out.
When I load the default test map level, I see all their assets are perfect & the shaders' diffuse are 100% white.
Anything like a global light probe level thing? .___.
Question about how cryengine "white levels"? I've notice I have to change a shaders' diffuse color to sometihng like 128 otherwise it'll be overblown / washed out.
When I load the default test map level, I see all their assets are perfect & the shaders' diffuse are 100% white.
Anything like a global light probe level thing? .___.
Also, I hope to actually start this this weekend
I don't really understand what you're asking exactly.
Hey all! This looks great. I am in! I will be posting work as I have it here as well as a weekly episode of my Polygon Pilgrimage. Looking forward to seeing everyone's progress as well as learning a few new tricks.
@Bonkahe: Slightly off-topic but you should try Opera as your Web browser and enable Turbo and it will compress the webpage before it gets delivered to you and lowers the download size of each page hopefully giving you a little more data each month spare.
Here is my update. I like where everything is sitting,, im trying to figure out how I can uv these before making the highpolys. What do you guys suggest? I was thinking maybe merging some of the larger pieces with each other, bridge some empty holes, and then highpoly it,,, that way I dont have so many little objects with individual textures.
Yeah it's been kicking my ass, I started over once, are you using blender Pancake?
Maya I'm possibly going to ignore that part of the concept to a large degree, replacing it with a large amount of my modular pipes. For the parts where the electronics must be, I'm going to model it after the guts of a computer- something I at least half understand from my computer building days.
Maya I'm possibly going to ignore that part of the concept to a large degree, replacing it with a large amount of my modular pipes. For the parts where the electronics must be, I'm going to model it after the guts of a computer- something I at least half understand from my computer building days.
Steampunk, problem solved. lol, hey guys I'm probably gonna take the week end off and 3d model a character for the environment, mainly because I make it a habit to not work on weekends, and also because I have looked at steel plates and padded walls for a week straight, and need some cool off time before I explode, if y'all want I can post updates here for it.
So, talking about the roof panel, highpoly needs to have all the details and smoothing, while the lowpoly is just a plane with right shape and geometry details (blue slot) with the ao and normal for the other details, right?
Added a few more general modules- now to finish of the electronics board module, make some tweaks to the low-poly (cleanup and a few little things). Hopefully I'll start the UVing after work tomorrow
I'll be laying down a tonne of wires using the spline loft actor in UDK (or whatever it's called- I haven't used it in a while). It'll give it some more "oomph". It's definitely lose compared to the concept!
Note- the mock-up in Maya there is once again just a visualisation of how I'm going to lay it all out in UDK when I've finished each module.
They tend to start with the UV maps and fit the models on them.
Did any of you used this workflow? next question would be how. and if not, what other method did you use
Or does it not mather as long as your model is on the grid and in ratio.
hope its kinda clear what i am asking English is not my first Language.
Bertmac - I personaly not love this "make a texture and tile the model onto them" because if i bend the model for example, the texture will be bended angularly. Plus with this workflow, you dont have normalmaps for the edges of your geometry, so they will be sharp because of the smoothing groups. First I make my highpoly model, then a lowpoly, and then I UV the lowpoly.Currently I have One UV map for all of my meshes.Its have 1024 textures, and it covers 5 objects. But as you can see, its almost full. So soon, time to make another one.
I trying to bake the full scene to 3, maximum 4x 1024x1024 texturespace. But this is just my opinion.Use the workflow what you linked, if its easier or if you just want.
Been trying my hand at this scene, Also this is the first time i have posted any of my work on this forum, So please go easy on me working on highpoly at the mo, still very slow so i dont think i will get this finshed in time to get in to lowpoly and textured and in game engine by the end of the comp. But would still like to show how i,m doing
@Nick, I made two boxes, did the turbo smooth thing by putting lines at the edges to make them sharp after turbo smooth, the usual way, and put them together so that they create that crease and render a normal map, short version, two high polyed boxes together.
Bertmac - My workflow for uv-s:
For my first texture, first i decided to the floor panel will fill the height of the texture because this is the biggest piece of the scene.I UVd it and baked.Then when i had another piece finished, i attached it to the floorpanel, and added unwrap UVW.Selected the checker map, so i can see proportions, and scaled the new uv-s to the right size, and placed it.Detached, and i returned the pivot to the right place.Then i baked my new maps.Then in photoshop, i put it on each other, and saved. And in UDk, i just made different materials for different pieces. I think, in my next texture, the doorframe will fill the height, but this will be symmetried. Thats what i can say about my uv's.
Oh and for the edges: you have, but thats not a problem.Its just a break of smoothing groups, and this breaks the flow of the specular, and it hurts my eyes
Thanks again Obscura, like i said that also how i do it. its just like a standard unwrap.
And sorry but i really don't have those problems on the edges. the only thing you need to do is to extrude you edges like this http://www.philipk.net/tutorials/materials/stonerock/stonerock.html
Works perfect
Bertmac - I think we misunderstood each other but nevermind. I mean if you baking your normals from just a planar mesh, without thickness, to a simple plane. As in the tutorials what you linked.
Spent most of Sunday figuring out size & stuff. Played with lighting a bit. 6 yellowish lights, w/ the ambient box checked. Started some padding HP modeling. Not too happy with it yet :d
I lurk alot here. you all are very inspiring. all of you some because you allow me to the mistakes you have made in your art which allow me to do mine better, some you you because you are on a level I am shooting for. but mostly i lurk here for this type of community you have. this is just freaking great learning tool. thanks all you poly counters.
Klash-120 - What engine is this?It looks like Cry engine to me. Btw this fabric (or i dont know what it is) in your wall panel material looks a little strange to me. But +1 point for the vertical cylinders between the panels . Currently only you made it. Your AO looks too pixelated and strong to me.
Bertmac - Np man. I thinks its my fault because my english is worse then yours.
Esselle - Do you have normal map at the floor?It looks flat a little. Use larger padding between the edge and the support loop on your high poly mesh.This will give you better smoothing and more depth to your normal map. And for your wall moduls, make the lowpoly more lowpolyer. I mean "normal map" those buttons at the middle. And maybe you have bad triangulation at this object.When you export it, check triangulation. Or if it doesnt works well, check "split non matching triangles" at the udk import dialogue.
Replies
and then I realized I couldn't stop there. So I quickly made some more crap.
The floor is meh, i'd if people will see the sides so i didn't care and my normals on that bump are wrong. Time to sleep I don't care.
Blockout for defining proportions.
Yeah it's been kicking my ass, I started over once, are you using blender Pancake?
It was in the same gallery as the concept. http://marksist.cghub.com/images/page:2/
Marmoset:
And in udk:
And I have wrote a short ballard to Marmoset:
Marmoset, oh Marmoset, we love you, we hate you,
you make our work beautiful,
but you blind us to the short comings,
Marmoset, oh Marmoset, we give you polys and verts,
you put everything else to shame with your indirect lighting,
Marmoset, oh Marmoset, you make us great, but you leave us bumming for change.
Yeah that's all I got.
Edit: ok, little bit of fiddling, and I got a pretty good emulation of marmoset, minus the amazing detail it magically puts into the textures.
anyway it looks very good bonkahe!
Obscura - Yes, it's almost the same mesh... maybe do i have to know something? For that mesh, what detail i need to model in the highpoly? I thought i just needed to do a better smoothed one or with a more defined shape...
EDIT: almost forgot the best resource ever. http://www.artbypapercut.com/
When I load the default test map level, I see all their assets are perfect & the shaders' diffuse are 100% white.
Anything like a global light probe level thing? .___.
Also, I hope to actually start this this weekend
I don't really understand what you're asking exactly.
Cheers~
- http://www.opera.com/browser/turbo/
Maya I'm possibly going to ignore that part of the concept to a large degree, replacing it with a large amount of my modular pipes. For the parts where the electronics must be, I'm going to model it after the guts of a computer- something I at least half understand from my computer building days.
Steampunk, problem solved. lol, hey guys I'm probably gonna take the week end off and 3d model a character for the environment, mainly because I make it a habit to not work on weekends, and also because I have looked at steel plates and padded walls for a week straight, and need some cool off time before I explode, if y'all want I can post updates here for it.
I'll be laying down a tonne of wires using the spline loft actor in UDK (or whatever it's called- I haven't used it in a while). It'll give it some more "oomph". It's definitely lose compared to the concept!
Note- the mock-up in Maya there is once again just a visualisation of how I'm going to lay it all out in UDK when I've finished each module.
The modeling isn't a problem for me but the work inside of UDK/texturing is. Good luck guys! ^^
some questions here.
How are your thoughts about the uv mapping, how are you planning it.
looking at tutorials like "CREATING MODULAR ENVIRONMENTS IN UDK"
from Thiago klafke http://www.thiagoklafke.com/modularenvironments.html
or 3de motives "Modular Building Workflow" http://www.3dmotive.com/training/udk/modular-building-workflow/
They tend to start with the UV maps and fit the models on them.
Did any of you used this workflow? next question would be how. and if not, what other method did you use
Or does it not mather as long as your model is on the grid and in ratio.
hope its kinda clear what i am asking English is not my first Language.
thanks in advance
Bertmac
I trying to bake the full scene to 3, maximum 4x 1024x1024 texturespace. But this is just my opinion.Use the workflow what you linked, if its easier or if you just want.
I don't know if other people can add more info to this, Specially when you do use the modular uv method
So please tell your way of uv mapping this.
Thanks again.
Edit: post removed, just realized this is an environment thread, and as much as this character is related, she is off topic.
http://www.polycount.com/forum/showthread.php?p=1713952#post1713952
Made a thread for it.
For my first texture, first i decided to the floor panel will fill the height of the texture because this is the biggest piece of the scene.I UVd it and baked.Then when i had another piece finished, i attached it to the floorpanel, and added unwrap UVW.Selected the checker map, so i can see proportions, and scaled the new uv-s to the right size, and placed it.Detached, and i returned the pivot to the right place.Then i baked my new maps.Then in photoshop, i put it on each other, and saved. And in UDk, i just made different materials for different pieces. I think, in my next texture, the doorframe will fill the height, but this will be symmetried. Thats what i can say about my uv's.
Oh and for the edges: you have, but thats not a problem.Its just a break of smoothing groups, and this breaks the flow of the specular, and it hurts my eyes
And sorry but i really don't have those problems on the edges. the only thing you need to do is to extrude you edges like this http://www.philipk.net/tutorials/materials/stonerock/stonerock.html
Works perfect
I didn't do much in these days
Bertmac - Np man. I thinks its my fault because my english is worse then yours.
Esselle - Do you have normal map at the floor?It looks flat a little. Use larger padding between the edge and the support loop on your high poly mesh.This will give you better smoothing and more depth to your normal map. And for your wall moduls, make the lowpoly more lowpolyer. I mean "normal map" those buttons at the middle. And maybe you have bad triangulation at this object.When you export it, check triangulation. Or if it doesnt works well, check "split non matching triangles" at the udk import dialogue.