If you guys don't mind ill join you in this months challenge. Ill post a blockout after I see the Hobbit tonight.
DO IT. Anyone can, Adam said he's post it on the Polycount Facebook page this weekend to get some more exposure, hopefully we can get enough traction to someday make this a legit thing, with a news post and everything.
Simple asset, but will be zBrushed of course for extra detail
Not trying to be rude, but if you could post all these blockout props as one image that would be nice so we don't make this 30 pages by the end of the month, once you've finished something or need crits that would be better.
Not trying to be rude, but if you could post all these blockout props as one image that would be nice so we don't make this 30 pages by the end of the month, once you've finished something or need crits that would be better.
Okay so basicly i havnt been as active as i would like to be on this project because of my school award show (which i won a best of class). but so for 5mins i did my block out of the basic structure and now i will plan out my props and see how i want to take this for texturing i would like to throw in some Zbrush texturing for the practice but we will see what kinda time i have later on.
May be or May Be not a noob question, did you make this by doing a HP first, then Zbrushing and, lastly bake down to a LP?
cause i really really am afraid of texturing. Im really afraid of the results cause i dont know where to start or how :$
I sculpted them, baked them, then I textured them, I had to make the height by hand since the one from max was shit, plus I added a gradient to make one tile appear to be slightly tilted.
Also I baked to a plane, because it's a texture using POM.
I basicly went through and thought of what all COULD be in a plausible basement. however I may have left some things out because I was running out of ideas. NOTE some items on the list may not be in the concept but could be added to add more realism. Plus modeling and texturing some of these props may be kinda fun so I you think of anything else that might be neat add it to your list or PM if you think its really good and ill edit it into this list.
Props for Basement Project
>
1st Pass
>
Water heater
Washer
Dryer
Furnace
Larger Cardboard Boxes
Larger Wooden Crates
Trunks
Workbench
Ladder
Shelfs
Deep Freeze
Scrap Wood
Table Saw
>
2nd Pass
>
Light Fixtures
Smaller Carboard Boxes
Smaller Wooden Crates
Pipes
Cans
Bottles (Glass & Platic)
Tools
Trash Can (Smaller or Bigger)
>
3rd Pass
>
Wiring
Posters
Pictures
Trash
Nails
Smaller Tools
Power Routing Box? (http://img2-2.timeinc.net/toh/i/a/electrical/electrical-upgrades-01.jpg)
power outlets
Power Switches
Water Shut off Valve
Gas "-"
Breaker Box
*EDIT* Now on a side note I am currently making this project in Maya, and I honestly have little to 0 experience with UDK (which I want to use for my environment) and well I could use some help about importing applying textures etc etc so if anyone has a good resource of tutorials up their wizard like sleeve that would be much appreciated =D.
Looks good but you don't need to post a 10 images, maybe 3 or 4, I don't want this thread to be 50 pages long. Or just post the non wire frame ones maybe?
Does anyone here have any experience with Modo and UDK? or Modo and CryEngine for that matter, I don't really care which engine I use since I have no experience with either of them.
I do have the student version of Max somewhere though so I could use it for asset creation but I'd really prefer to use Modo since I already bought 601 and I want to learn how to use it properly
^
i think the lightbulb is simple too small. Scale it up
Hmm, yeah maybe, thanks.
I've had a mess about with it, and I think I've just constructed it badly too. I'll revisit it later, don't want to get held up on something that the player isn't likely to see.
Nice progress guys. I will using a realy stylized, mostly hand painted style on this(just diffuse). So I started to paint the tileable's.Its really wip...
Does anyone here have any experience with Modo and UDK? or Modo and CryEngine for that matter, I don't really care which engine I use since I have no experience with either of them.
I do have the student version of Max somewhere though so I could use it for asset creation but I'd really prefer to use Modo since I already bought 601 and I want to learn how to use it properly
I am still waiting on someone to help out and link a good UDK tutorial source since I am clueless when it comes to UDK or any engine for that matter
These look ace... just think it needs some grime on there seen as they are in a basement. would expect them to be dusty and dirty.
Thanks:) As for the dirt I was thinking about how to do that, since a spec map won't really work on the glass shader, I was thinking about making an alpha, but that doesn't work either. If you look close it's not perfectly smooth, but not really dirt either:/ I will prolly go back and figure out a way that looks decent in my polish stage.
As for UDK and POM, that's why I use Cryengine, why waste time setting up that crap when I can focus on the art, in Cryengine I just make a displacement map, have it in the same folder as my normal map, then use the _displ suffix, and click "POM". While UDK gives you amazing levels of control, I feel you spend a lot of time one technical things that detract from the art and slow things down.
I'm not saying that technical stuff is bad either, in fact it's super important and pretty fun, but when you are on a deadline like for this month. Would you rather spend that time setting up shader networks or actually making art/assets and iterating?
Thanks:) As for the dirt I was thinking about how to do that, since a spec map won't really work on the glass shader, I was thinking about making an alpha, but that doesn't work either. If you look close it's not perfectly smooth, but not really dirt either:/ I will prolly go back and figure out a way that looks decent in my polish stage.
As for UDK and POM, that's why I use Cryengine, why waste time setting up that crap when I can focus on the art, in Cryengine I just make a displacement map, have it in the same folder as my normal map, then use the _displ suffix, and click "POM". While UDK gives you amazing levels of control, I feel you spend a lot of time one technical things that detract from the art and slow things down.
I'm not saying that technical stuff is bad either, in fact it's super important and pretty fun, but when you are on a deadline like for this month. Would you rather spend that time setting up shader networks or actually making art/assets and iterating?
I thought the latest build allows dirt map in the diffuse of the glass shader? Looking nice though.
I thought the latest build allows dirt map in the diffuse of the glass shader? Looking nice though.
No actually, I didn't think of using a blend layer, technically that's an alpha but wouldn't raise the polycount. I should prolly do that. I was also thinking about how to add a fluid that didn't look like crap or be poly based. Like making some of the glass darker at a line, it would look too fake. So I'm not sure.
Thanks for reminding me, I'm not sure how it slipped my mind.
As for UDK and POM, that's why I use Cryengine, why waste time setting up that crap when I can focus on the art, in Cryengine I just make a displacement map, have it in the same folder as my normal map, then use the _displ suffix, and click "POM". While UDK gives you amazing levels of control, I feel you spend a lot of time one technical things that detract from the art and slow things down.
I'm not saying that technical stuff is bad either, in fact it's super important and pretty fun, but when you are on a deadline like for this month. Would you rather spend that time setting up shader networks or actually making art/assets and iterating?
Yeah I agree with you there on the technical side I love knowing it and stuff but god does it take time lol. however never used Cry engine before might have to have a quick look at some point and figure it out
Yeah I agree with you there on the technical side I love knowing it and stuff but god does it take time lol. however never used Cry engine before might have to have a quick look at some point and figure it out
It's very simple in my opinion, I have used it since Cryengine 2, let me know if you have any questions, just look around before asking;) http://freesdk.crydev.net/dashboard.action
Do you guys think it's a good idea to do the blockout inside udk using bsp brushes? and then maybe converting each 'component' to a static mesh? or what's the easiest way?
I'm used to valve hammer editor a lot, and kinda dislike doing interiors inside a 3d app.
Does anyone here have any experience with Modo and UDK? or Modo and CryEngine for that matter, I don't really care which engine I use since I have no experience with either of them.
I do have the student version of Max somewhere though so I could use it for asset creation but I'd really prefer to use Modo since I already bought 601 and I want to learn how to use it properly
Do you guys think it's a good idea to do the blockout inside udk using bsp brushes? and then maybe converting each 'component' to a static mesh? or what's the easiest way?
I'm used to valve hammer editor a lot, and kinda dislike doing interiors inside a 3d app.
Tomm what I did was I blocked out the walls and the staircase and ceiling in UDK using BSP brushes, then started to add to the blockout via static meshes. For example I blocked out the stairs and then modeled the actual stairs in a 3D app then imported it in and placed right on top of the stair BSP block out, then deleted the stair BSP.
Also the good thing about this is that you can convert the BSP blockout of your scene to a static mesh then export that to a .OBJ file then import that into your 3D app and use that as a skeleton for your actual props.
EDIT: Also forgot to add that BSP brushes are also good for the blockout because as you blockout you will notice the perspective issues with the photo. With the BSPs you can easly adjust the size of walls and such without going through the trouble of importing a new version of your blockout everytime you want to make one room 1 foot longer. Just my 2 cents.
I'm personally doing all my blocking out and scene setting in 3DS Max (replacing the guide primitives with the actual assets) then doing my beauty renders in UDK when I know it's all done and set up properly. There's multiple ways to make sure it works, just depends how safe you want to be
Do you guys think it's a good idea to do the blockout inside udk using bsp brushes? and then maybe converting each 'component' to a static mesh? or what's the easiest way?
I'm used to valve hammer editor a lot, and kinda dislike doing interiors inside a 3d app.
I personally like to BSP it all first so I can figure the lighting out and make sure my proportions correct compared to the player. I guess its personal preference really.
Tomm what I did was I blocked out the walls and the staircase and ceiling in UDK using BSP brushes, then started to add to the blockout via static meshes. For example I blocked out the stairs and then modeled the actual stairs in a 3D app then imported it in and placed right on top of the stair BSP block out, then deleted the stair BSP.
Also the good thing about this is that you can convert the BSP blockout of your scene to a static mesh then export that to a .OBJ file then import that into your 3D app and use that as a skeleton for your actual props.
EDIT: Also forgot to add that BSP brushes are also good for the blockout because as you blockout you will notice the perspective issues with the photo. With the BSPs you can easly adjust the size of walls and such without going through the trouble of importing a new version of your blockout everytime you want to make one room 1 foot longer. Just my 2 cents.
Example:
Ima probably not the first to say this but dam you can make some nice wood.
You can't use modo with cryengine, in theory you could. But not really, it would work fine with UDK.
As for using BSP, I suggest against it, what real advantage would it have? It just seems like a waste of time to do that when you could model it much more accurately in max. In max I have it set so I can make everything fit together perfectly and it's all planned out.
So here is my mornings progress, ive been tempted to try the tileable textures and so I gave a go at some wood planks and some tile so let me know what you think I would appeciate it as my texturing skills are non existent
Hello everyone !! here is my progress I made a rought of the scene but I don't know if I will have the time to finish before the end but it's always good to do stuff like this
So for the rought I know that I have some things to change in the proportions
Replies
DO IT. Anyone can, Adam said he's post it on the Polycount Facebook page this weekend to get some more exposure, hopefully we can get enough traction to someday make this a legit thing, with a news post and everything.
Not trying to be rude, but if you could post all these blockout props as one image that would be nice so we don't make this 30 pages by the end of the month, once you've finished something or need crits that would be better.
Sure, my bad!
May be or May Be not a noob question, did you make this by doing a HP first, then Zbrushing and, lastly bake down to a LP?
cause i really really am afraid of texturing. Im really afraid of the results cause i dont know where to start or how :$
Is there a fancy thing like this in UDK? looks cool, I only really new of Displacement and Normal maps for such effects?
PS: Shootings... ffs.
Yes there is
http://udn.epicgames.com/Three/DevelopmentKitGemsParallaxOccludedMapping.html
Btw I will be joining this challenge as well. Nice to meet all of you!
Okay so basicly i havnt been as active as i would like to be on this project because of my school award show (which i won a best of class). but so for 5mins i did my block out of the basic structure and now i will plan out my props and see how i want to take this for texturing i would like to throw in some Zbrush texturing for the practice but we will see what kinda time i have later on.
My blockout
First texture- Not sure about the bottom part of it.
Note: Apologies for rubbish lighting on my blockout (I don't know all that much about producing good renders in maya)
I sculpted them, baked them, then I textured them, I had to make the height by hand since the one from max was shit, plus I added a gradient to make one tile appear to be slightly tilted.
Also I baked to a plane, because it's a texture using POM.
Tone down the normal on the grain, it's way too intense, overlay a wood texture that is more wood like.
I basicly went through and thought of what all COULD be in a plausible basement. however I may have left some things out because I was running out of ideas. NOTE some items on the list may not be in the concept but could be added to add more realism. Plus modeling and texturing some of these props may be kinda fun so I you think of anything else that might be neat add it to your list or PM if you think its really good and ill edit it into this list.
Props for Basement Project
>
1st Pass
>
Water heater
Washer
Dryer
Furnace
Larger Cardboard Boxes
Larger Wooden Crates
Trunks
Workbench
Ladder
Shelfs
Deep Freeze
Scrap Wood
Table Saw
>
2nd Pass
>
Light Fixtures
Smaller Carboard Boxes
Smaller Wooden Crates
Pipes
Cans
Bottles (Glass & Platic)
Tools
Trash Can (Smaller or Bigger)
>
3rd Pass
>
Wiring
Posters
Pictures
Trash
Nails
Smaller Tools
Power Routing Box? (http://img2-2.timeinc.net/toh/i/a/electrical/electrical-upgrades-01.jpg)
power outlets
Power Switches
Water Shut off Valve
Gas "-"
Breaker Box
*EDIT* Now on a side note I am currently making this project in Maya, and I honestly have little to 0 experience with UDK (which I want to use for my environment) and well I could use some help about importing applying textures etc etc so if anyone has a good resource of tutorials up their wizard like sleeve that would be much appreciated =D.
C&C are welcome
I do have the student version of Max somewhere though so I could use it for asset creation but I'd really prefer to use Modo since I already bought 601 and I want to learn how to use it properly
There's something about this - specifically the light bulb - that just doesn't look right, could anybody pinpoint what's bothering me?
i think the lightbulb is simple too small. Scale it up
Hmm, yeah maybe, thanks.
I've had a mess about with it, and I think I've just constructed it badly too. I'll revisit it later, don't want to get held up on something that the player isn't likely to see.
I am still waiting on someone to help out and link a good UDK tutorial source since I am clueless when it comes to UDK or any engine for that matter
and btw I like the textures I need to look more into using tileables for this scene I definantly wanna get stronger in my texturing department
Nice glass material. It's cryengine?
Yeah, it took me awhile to get it how I wanted it, it's not exactly what I wanted but it will suffice.
HOLY CRAP!! That looks really complicated!
These look ace... just think it needs some grime on there seen as they are in a basement. would expect them to be dusty and dirty.
Noticed some people asking for tuts etc. for UDK, so I thought I would post this here:
3DBuzz: http://www.youtube.com/playlist?list=PL5048DD0254E3FD8B
Pete Bottomley (from White Paper Games) also is a really good tutor on UDK (teaches at UCLan in the UK), his stuff is here : http://www.youtube.com/user/PeteBottomley/videos?flow=grid&view=0
Thanks:) As for the dirt I was thinking about how to do that, since a spec map won't really work on the glass shader, I was thinking about making an alpha, but that doesn't work either. If you look close it's not perfectly smooth, but not really dirt either:/ I will prolly go back and figure out a way that looks decent in my polish stage.
As for UDK and POM, that's why I use Cryengine, why waste time setting up that crap when I can focus on the art, in Cryengine I just make a displacement map, have it in the same folder as my normal map, then use the _displ suffix, and click "POM". While UDK gives you amazing levels of control, I feel you spend a lot of time one technical things that detract from the art and slow things down.
I'm not saying that technical stuff is bad either, in fact it's super important and pretty fun, but when you are on a deadline like for this month. Would you rather spend that time setting up shader networks or actually making art/assets and iterating?
I thought the latest build allows dirt map in the diffuse of the glass shader? Looking nice though.
Edit: nvm, thats what you meant with the alpha.
Thanks for reminding me, I'm not sure how it slipped my mind.
Yeah I agree with you there on the technical side I love knowing it and stuff but god does it take time lol. however never used Cry engine before might have to have a quick look at some point and figure it out
It's very simple in my opinion, I have used it since Cryengine 2, let me know if you have any questions, just look around before asking;) http://freesdk.crydev.net/dashboard.action
I'm used to valve hammer editor a lot, and kinda dislike doing interiors inside a 3d app.
anyone?
Tomm what I did was I blocked out the walls and the staircase and ceiling in UDK using BSP brushes, then started to add to the blockout via static meshes. For example I blocked out the stairs and then modeled the actual stairs in a 3D app then imported it in and placed right on top of the stair BSP block out, then deleted the stair BSP.
Also the good thing about this is that you can convert the BSP blockout of your scene to a static mesh then export that to a .OBJ file then import that into your 3D app and use that as a skeleton for your actual props.
EDIT: Also forgot to add that BSP brushes are also good for the blockout because as you blockout you will notice the perspective issues with the photo. With the BSPs you can easly adjust the size of walls and such without going through the trouble of importing a new version of your blockout everytime you want to make one room 1 foot longer. Just my 2 cents.
Example:
I personally like to BSP it all first so I can figure the lighting out and make sure my proportions correct compared to the player. I guess its personal preference really.
Ima probably not the first to say this but dam you can make some nice wood.
You can't use modo with cryengine, in theory you could. But not really, it would work fine with UDK.
As for using BSP, I suggest against it, what real advantage would it have? It just seems like a waste of time to do that when you could model it much more accurately in max. In max I have it set so I can make everything fit together perfectly and it's all planned out.
So here is my mornings progress, ive been tempted to try the tileable textures and so I gave a go at some wood planks and some tile so let me know what you think I would appeciate it as my texturing skills are non existent
So for the rought I know that I have some things to change in the proportions
[IMG][/img]
Progress thus far:
Been working on materials, and getting a feel for the lighting. Everything really WIP still.