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
Hey man, your textures going the right way, Im guessing is the first pass, If I may say the diffuse for the plank could have less yellow , also in the spec for the wood , maybe darking those white areas a little bit , so it dosent look metalic. the tiles for the floor you can have more detail of age with some easy hand paint and color variation
Hey man, your textures going the right way, Im guessing is the first pass, If I may say the diffuse for the plank could have less yellow , also in the spec for the wood , maybe darking those white areas a little bit , so it dosent look metalic. the tiles for the floor you can have more detail of age with some easy hand paint and color variation
awesome thanks I appreciate the C&C I was trying to think of ways to add some age and chips to the tile but im just not very confident in my hand painting skills but I mine as well give it a shot otherwise I wont get better. and for the UDK tuts thank you I will be watching them till I pass out.
Wall looks good Alex! The spec that seems to be hitting the crevices between the bricks in the middle seems a bit strong or out of place but otherwise it looks very nice =]
Got a couple hours in adding in a lot of wood. Hand texturing so much wood is a pain. Anyways, the stone texture is not done, the current diffuse is there as a placeholder. Wood isn't done either, still need to add a blend material to add variation. Still more work to do, but I have enjoyed it so far and have learned some cool new things!
Hi everyone I'm new to polycount. I read up on Kevin Johnstone's modular world building stuff, so I thought it would be a good chance to try this stuff out. This is the second blockout I did, the first one had weird proportions and the scale was bad. I'm more satisfied with this one. On top of that making pipes by following the grid helped a lot, because its so satisfying to see stuff snap perfectly.
Hey guys, I'm a bit late to the party. I started work a couple of days ago but my internet is dying. Anyway here's a blockout WIP. Everything's got projection normal maps on so the tri count for the scene is just under 2k atm. Crits welcome
Wall looks good Alex! The spec that seems to be hitting the crevices between the bricks in the middle seems a bit strong or out of place but otherwise it looks very nice =]
I'll defiantly work on that! The cracks are actually because of the light and the POM. I'm trying to work on my materials and having them read right.
I also just found myself wanting to wipe off the bricks so I feel like I made them dirty enough.
The cracks aren't part of your diffuse? Could you post your flats?
Here
The cracks are but what I'm saying is that it's not on the inside, but on the edge of the tiles that the spec is showing up, as it should.
Also Scribbbblbles I like that a lot.
Got some crits and changed it. I also never really felt the concept was that stylized, whatever, I wanted to go for a more realistic to practice my texturing.
Quick update. Started on my floor diffuse maps. At the minute, I'm using soft shade lighting but the speculars etc will look better when the proper lighting is built.
Here
The cracks are but what I'm saying is that it's not on the inside, but on the edge of the tiles that the spec is showing up, as it should.
Also Scribbbblbles I like that a lot.
Got some crits and changed it. I also never really felt the concept was that stylized, whatever, I wanted to go for a more realistic to practice my texturing.
Great to see a modular workflow in the contest. Actually I think this idea is the most usable method when making environments for games. I'm crossing fingers for your success!
I'm not gonna pick this one up - too much going on this month and i learned that lesson from that one. don't take on a big timed project during holiday season if you've got kids and crunch at work. >_0
I'll be around critiquing, though! You's guys is making some awesome progress already. Love that so many are starting by pumping out some great textures.
I know a lot of you are past the block out stage, but I'll point this out anyways. A lot of you are trying to align the wall the stairs are attached to, to the wall the door is on. If you look though, those walls aren't aligned. It looks like the door-wall is pushed forward about half a foot. This creates a weird torqued effect when looking at the wooden arch that frames that opening. It also means when blocking it out, you're front left area will look deeper because it's actually correct.
I know a lot of you are past the block out stage, but I'll point this out anyways. A lot of you are trying to align the wall the stairs are attached to, to the wall the door is on. If you look though, those walls aren't aligned. It looks like the door-wall is pushed forward about half a foot. This creates a weird torqued effect when looking at the wooden arch that frames that opening. It also means when blocking it out, you're front left area will look deeper because it's actually correct.
I disagree actually, look at the crossbeam connecting each side of the opening to the back of the basement area, there's no linework implying that the door-wall is closer to the "viewer" than the wall with the stairs - it's merely just wonky perspective work on the artists part...
Honestly the wall that has the door is fine, even if the door is only about 6.25 feet to perspective and most doors we're used to seeing are closer to 7. One of things that throws off the entire picture is how skewed the stairwell is. I've done a few drawings based off of his original perspective and horizon lines and the building comes out to about 40 feet long, 10.5 high and 34 deep. Its a bit strange because his concrete floor is sectioned into what appear to be squares but are actually slightly elongated in the depth field. When you block out the room don't use the stairs as the major frame of reference. Those should go in last. To prove my point just extend out each step to the back, there is no common horizon line that they go to.
Hello.
This is my first time in competition like this, and i usually make single models, but i want to learn something new, and i think this is good occasion. I made blockout in 3ds max. Every dimension is 2*x, so i think that will be simple to move this to UDK.
In second screen you can see that camera matching is not perfect, but as i said this is my first time, and i never did it before.
I've been mainly trying to do this stuff.
* Learning Zbrush a bit
* Learning to Bake a Normal
* Texturing (mixed between hand painted and photo sourcing)
This is my outcome of the First floor. Hard wooork. lol
I'd love to show you this in a good way in UDK, but dont know how to set it up! lol
Update: Learned how to do Parallex Mapp in UDK, and tried it out for fun, nothing fancy.
hey wirrexx your texture looks good very well painted , if you want to add a bit more dirt or crakcs, I will suggest going with a offseta secondary 'detail' that adds a masked dirt or crakcs based on location.
Here
The cracks are but what I'm saying is that it's not on the inside, but on the edge of the tiles that the spec is showing up, as it should.
Also Scribbbblbles I like that a lot.
Got some crits and changed it. I also never really felt the concept was that stylized, whatever, I wanted to go for a more realistic to practice my texturing.
Hi AlexCatMasterSupreme,
Just curious, why do we need height map ? Normal map will do the thing right? so whats the height map for ?
and those walls looks great..
Hi AlexCatMasterSupreme,
Just curious, why do we need height map ? Normal map will do the thing right? so whats the height map for ?
and those walls looks great..
You can use the height map for texturing but the mos useful thing is to make the geometry look like is not flat with the right shader instruction. I have never done this in practice but i believe is similar to the parallax thing.
This thread is an EXCELLENT reference for people just starting out, and for those who are already decent but need to learn to plan better (Myself). Referring people here =] Keep it up guys.
I've been mainly trying to do this stuff.
* Learning Zbrush a bit
* Learning to Bake a Normal
* Texturing (mixed between hand painted and photo sourcing)
This is my outcome of the First floor. Hard wooork. lol
I'd love to show you this in a good way in UDK, but dont know how to set it up! lol
Update: Learned how to do Parallex Mapp in UDK, and tried it out for fun, nothing fancy.
Borderlandish? lol
Looks like good progress! Just something about the specular. You have light info, the white edges, both in your diffuse and in your specular. Think about the material and it's main features is. Sure, you'll have some extra worn to the edges, but we'r talking 10-15% lighter, max. Plus, to make it more interesting, add some big and small details in the specular map.
Hi AlexCatMasterSupreme,
Just curious, why do we need height map ? Normal map will do the thing right? so whats the height map for ?
and those walls looks great..
It's needed for POM and or displacement, at least in Cryengine, I don't see why it would be different in UDK.
Replies
Hey man, your textures going the right way, Im guessing is the first pass, If I may say the diffuse for the plank could have less yellow , also in the spec for the wood , maybe darking those white areas a little bit , so it dosent look metalic. the tiles for the floor you can have more detail of age with some easy hand paint and color variation
O, about your post for some udk tutorials
http://www.chrisalbeluhn.com/3D_Tutorials.html
Hope this helps
awesome thanks I appreciate the C&C I was trying to think of ways to add some age and chips to the tile but im just not very confident in my hand painting skills but I mine as well give it a shot otherwise I wont get better. and for the UDK tuts thank you I will be watching them till I pass out.
hey thanks, glad you like it. I'm still not sure if I didn't overdo it with that cartoony look.
Hi everyone I'm new to polycount. I read up on Kevin Johnstone's modular world building stuff, so I thought it would be a good chance to try this stuff out. This is the second blockout I did, the first one had weird proportions and the scale was bad. I'm more satisfied with this one. On top of that making pipes by following the grid helped a lot, because its so satisfying to see stuff snap perfectly.
I'll defiantly work on that! The cracks are actually because of the light and the POM. I'm trying to work on my materials and having them read right.
I also just found myself wanting to wipe off the bricks so I feel like I made them dirty enough.
Here
The cracks are but what I'm saying is that it's not on the inside, but on the edge of the tiles that the spec is showing up, as it should.
Also Scribbbblbles I like that a lot.
Got some crits and changed it. I also never really felt the concept was that stylized, whatever, I wanted to go for a more realistic to practice my texturing.
Btw here is my attempt for the wood:
yep
Bricks cant curve at corners.
Yeah I know, I'm going to resolve that don't worry;)
Also Adam just posted our thread! http://www.facebook.com/Polycount
Great to see a modular workflow in the contest. Actually I think this idea is the most usable method when making environments for games. I'm crossing fingers for your success!
I'll be around critiquing, though! You's guys is making some awesome progress already. Love that so many are starting by pumping out some great textures.
I disagree actually, look at the crossbeam connecting each side of the opening to the back of the basement area, there's no linework implying that the door-wall is closer to the "viewer" than the wall with the stairs - it's merely just wonky perspective work on the artists part...
This is my first time in competition like this, and i usually make single models, but i want to learn something new, and i think this is good occasion. I made blockout in 3ds max. Every dimension is 2*x, so i think that will be simple to move this to UDK.
In second screen you can see that camera matching is not perfect, but as i said this is my first time, and i never did it before.
Just took first item into zbrush and baked it down.
* Learning Zbrush a bit
* Learning to Bake a Normal
* Texturing (mixed between hand painted and photo sourcing)
This is my outcome of the First floor. Hard wooork. lol
I'd love to show you this in a good way in UDK, but dont know how to set it up! lol
Update: Learned how to do Parallex Mapp in UDK, and tried it out for fun, nothing fancy.
Borderlandish? lol
That's what she said.
What engine are you using?
Edit:
UDK, nevermind.
I was gunna link you the Cryengine blend layers stuff.
Keep it up mate!
I'm going to give this one a go.
Hi AlexCatMasterSupreme,
Just curious, why do we need height map ? Normal map will do the thing right? so whats the height map for ?
and those walls looks great..
You can use the height map for texturing but the mos useful thing is to make the geometry look like is not flat with the right shader instruction. I have never done this in practice but i believe is similar to the parallax thing.
please correct me someone if I am wrong.
Looks like good progress! Just something about the specular. You have light info, the white edges, both in your diffuse and in your specular. Think about the material and it's main features is. Sure, you'll have some extra worn to the edges, but we'r talking 10-15% lighter, max. Plus, to make it more interesting, add some big and small details in the specular map.
Also, use reference! Create work this far!
Plaster Wall
This floor texture is unique, this is for right below the staircase (other floor textures will be tileable)
I just created plain as floor and then rotate, zoom, changing FOV. When it fit to concept i made rest.
Here is same thing in UDK, rest will be create as statistic mesh in 3ds max.
is it me or the concept got some perspective problem?
That already looking good just fix the size of the bricks on the wall.
It's needed for POM and or displacement, at least in Cryengine, I don't see why it would be different in UDK.
Lol, just had to re-answer! :P
I try to do like at the sketch. The bricks are big on sketch.:icon15: