Robroy - I think the main issue with the texture size on your wall has to do with the texture you've chosen. Your material looks like a basic brick wall, while the concept looks more like cinder block. The grouting is too wide and too deep which is why it looks more like brick, which just isn't that large. I would either resize the UV scale and make the brick smaller, or create a new texture that better conveys cinder block.
lil update from my side, did some detailing on few props... Now I think, I am ready to move to Zbrush and do all those walls, floor tile and cracks.. Not sure, how I'll do it... I guess, it's gonna be hit and trail ... Anyways here is the snap.
Open for crits.
Robroy - I think the main issue with the texture size on your wall has to do with the texture you've chosen. Your material looks like a basic brick wall, while the concept looks more like cinder block. The grouting is too wide and too deep which is why it looks more like brick, which just isn't that large. I would either resize the UV scale and make the brick smaller, or create a new texture that better conveys cinder block.
I disagree, in fact I think from a realistic standpoint he nailed the texture, the concept is 10 bricks tall, his isn't.
It's a painted wall like you'd see in a basement.
I've decided to participate this month.
This is my first post on polycount, I usually just look at other peoples work and get inspired and depressed...
Trying to get all the basic materials in and looking right before moving onto props and such. Note to self get rid of that obviously tiling paint mark.
I'm also going to join on this one. First time I post something here so here goes nothing :P
I did some block-out, and the image below shows the low poly models I just made.
And the start on the texturing on the stairs. This the first time I'm doing hand painted textures so loads to learn (Also, if anyone had some awesome tutorials please let me know ^^ )
Trying to get all the basic materials in and looking right before moving onto props and such. Note to self get rid of that obviously tiling paint mark.
And the start on the texturing on the stairs. This the first time I'm doing hand painted textures so loads to learn (Also, if anyone had some awesome tutorials please let me know ^^ )
Im not sure what 3D program you are using but I was able to texture paint right on top of my model using different cloud and line textures as my brush to give it more variation and detail. Also you can open up your wood diffuse texture in photoshop or equivalent programs and overlay some wood textures on top to get the wood feel.
I'm using Maya. And Photoshop for the textures. Actually i'm trying not to use any photo textures for this one. Though using different brushes in Photoshop is a good idea ^^
Still messing with getting everything laid out right, I’m working to a grid for UDK so it'll save me time later.
I'm be very interested to see how people are UVW mapping the stairs, any tips would be appreciated.
I’m going to try and hand-paint my textures since I’ve never done it before.
I'm a little late to the party but the timing on this couldn't be better. I should have a few days off over the holiday period so now is as good a time as any to practice my environment skills and a beautiful concept to boot!
Just a block in so far, 99% identical to everyone else's. I'm curious to see peoples approach to certain objects like the stairs and rafters, should be fun!
Yeah I'd also love to see how everyone else UV mapped the stairs. This is what I've done, but I'm a horrible noob at UV mapping and texturing.
I've done a ton of rearanging and overlapping but it's still pretty sloppy. Here's the model I've got so far:
All I've done is baked it and gave it a base color, I've yet to paint the texture onto it though.
Also I did the blockout of the basement, with the trusses on the ceiling, but it doesn't look much different from anyone elses so I don't see a purpose in posting it yet.
@minorthreat, you might want to set the unwrap type to conformal, to get straighter easier uv shells to work with, and just do a little more planning in genral, your wasting a lot of uv space, with thigns that dont need there OWN uv space.
im really enjoying this project, this is the first one ive done on polycount, baked down some side details and am still trying to texture it all from one texture map this part I think I may need to alter its scale a bit but im really getting a feel for all this.
@minorthreat, you might want to set the unwrap type to conformal, to get straighter easier uv shells to work with, and just do a little more planning in genral, your wasting a lot of uv space, with thigns that dont need there OWN uv space.
Thanks for advice, conformal seems like it's a lot better for non-organic modelling.
Robroy - I think the main issue with the texture size on your wall has to do with the texture you've chosen. Your material looks like a basic brick wall, while the concept looks more like cinder block. The grouting is too wide and too deep which is why it looks more like brick, which just isn't that large. I would either resize the UV scale and make the brick smaller, or create a new texture that better conveys cinder block.
I think the important thing is not the number and size of bricks, but the mood and atmosphere of the scene
@biofrost: Like you mentioened already, the paintmark is kinda distracting but since you mentioned it already you get a free pass on that :P, though it doesnt feel as if the textures match in style - both though are too "busy", basically there's alot of noise in the textures...you might wanna tone it down just a tad.
@Minorthreat: Its interesting to see where the assets can go with a more "stylized" modelling, it feels though that you're going to go off into a tangent and not follow the brief "keep close to the concept" - its up to you ofcourse if you want to or not. But honestly it'll be hard to critique your work based of the concept when you're trying to divert from it style wise.
Im not sure which one would look the best. One has more defined edges while the other has lighter edges. Also toned down the texture that was giving it the wood look to it. What do you guys think?
It doesn't read as painted brick wall - the grooves between each brick looks like linework, while the overall surface looks like noisy cloth.
Try and look for more reference when you're doing your materials - the "noise" should be in the diffuse and specular - preferably not in the normal map (atleast not so much )
On my second pass at the wall seems to be heading in the direction I want. Now looking at the first picture I posted of the wall just doesn't look like a brick wall.
@ScribbleHead - reason I went noisy on the wall because the walls on many pictures I saw were very noisy. I dont know any other way to mimic that noisy look other than using normal maps. Also the specularity on the edges of the brick was being washed out by those horrid black lines from the first picture. I think by removing that it made the overall look better.
@ScribbleHead - Took your advice and tryed it out. First thing I noticed was that the current normal map I was using for the brick was getting washed out after baking lighting. So I went ahead and started from a new brick normal and started to add detail from there. I masked out the edges and gave it its own normal map. Then masked out the Flat "head" of the stone and gave it its own detail pass. And i'll call it a night after that!
I've still got a few issues with the material, obviously its entirely your own choice if you want to follow my critique or not .
It really feels as if your normalmap is really wonky somehow - like there's 2 bricks ontop of eachother...i tired showing it in this paintover (check out the profile view i'm getting from looking at your surface and the reference).
I see what you mean. Ill tackle that tomarrow (on my phone in bed). I already know how to solve what you are talking about lying in bed thinkinh about it. The way I get my normal map is through a height map. So I'll justtake that height map into photoshop and beat up the edges so its all not perfect lines thay way I get a more detailed edge. Also I'll tone down the noise in the middle as subtle details are better then in your face details. Maybe tone down the specularity a bit too. Also the problem with the double normals is because the height map I used had 2 thin lines instead of one big one to seperate the stones, so when I converted that to a normal those 2 lines gave it the impression of a double stone which not what I want. Tho from far away you can't tell which is why I probably didn't hink it was a problem. All this typing on my phone makes me want to get up and make changes now! Now my fingers are cramping lol. I appreciate your helpp scribble!
that level of noise you got on the normalmap, really should be it;s own tileing detial normal map that you apply in the shader in udk, will read much better that way and give you more control.
Hello.
I made some materials for wall and floor. I created simple shape in 3ds max, and sculpted them in zBrush. Next baked normal, ao and created teksture in photoshop.
I never did materials before in UDK, so it simple diffuse, specular and normal map. Please tell me what do you think about this materials.
Really wanted to get in on this but Im about to graduate so I gotta work on my portfolio...but maybe this might help some of you guys with the pipes...kind of an alternate to spline modeling but this method was easier for me...
Worked on this last night. BUT power went out last night and lost most work on it so i'll have to redo it. Any crits on things to avoid next go around?
Replies
Open for crits.
I disagree, in fact I think from a realistic standpoint he nailed the texture, the concept is 10 bricks tall, his isn't.
It's a painted wall like you'd see in a basement.
This is my first post on polycount, I usually just look at other peoples work and get inspired and depressed...
I did some block-out, and the image below shows the low poly models I just made.
And the start on the texturing on the stairs. This the first time I'm doing hand painted textures so loads to learn (Also, if anyone had some awesome tutorials please let me know ^^ )
What Style are you going for?
Im not sure what 3D program you are using but I was able to texture paint right on top of my model using different cloud and line textures as my brush to give it more variation and detail. Also you can open up your wood diffuse texture in photoshop or equivalent programs and overlay some wood textures on top to get the wood feel.
Still messing with getting everything laid out right, I’m working to a grid for UDK so it'll save me time later.
I'm be very interested to see how people are UVW mapping the stairs, any tips would be appreciated.
I’m going to try and hand-paint my textures since I’ve never done it before.
Just a block in so far, 99% identical to everyone else's. I'm curious to see peoples approach to certain objects like the stairs and rafters, should be fun!
I've done a ton of rearanging and overlapping but it's still pretty sloppy. Here's the model I've got so far:
All I've done is baked it and gave it a base color, I've yet to paint the texture onto it though.
Also I did the blockout of the basement, with the trusses on the ceiling, but it doesn't look much different from anyone elses so I don't see a purpose in posting it yet.
Thanks for advice, conformal seems like it's a lot better for non-organic modelling.
I think the important thing is not the number and size of bricks, but the mood and atmosphere of the scene
@Cmtanko: Really awesome, i'm a bit wary of the fact that the door might almost be smaller in height than the character.
@ReverendK: Thankies
@biofrost: Like you mentioened already, the paintmark is kinda distracting but since you mentioned it already you get a free pass on that :P, though it doesnt feel as if the textures match in style - both though are too "busy", basically there's alot of noise in the textures...you might wanna tone it down just a tad.
@Minorthreat: Its interesting to see where the assets can go with a more "stylized" modelling, it feels though that you're going to go off into a tangent and not follow the brief "keep close to the concept" - its up to you ofcourse if you want to or not. But honestly it'll be hard to critique your work based of the concept when you're trying to divert from it style wise.
It doesn't read as painted brick wall - the grooves between each brick looks like linework, while the overall surface looks like noisy cloth.
Try and look for more reference when you're doing your materials - the "noise" should be in the diffuse and specular - preferably not in the normal map (atleast not so much )
@RobRoy - Done!
@ScribbleHead - reason I went noisy on the wall because the walls on many pictures I saw were very noisy. I dont know any other way to mimic that noisy look other than using normal maps. Also the specularity on the edges of the brick was being washed out by those horrid black lines from the first picture. I think by removing that it made the overall look better.
Basically applying detail to the edges of the bricks and focusing on a smooth surface first and then move on from there...?
are you going for a cartoony, exaggerated art style?
looks good so far
It really feels as if your normalmap is really wonky somehow - like there's 2 bricks ontop of eachother...i tired showing it in this paintover (check out the profile view i'm getting from looking at your surface and the reference).
I like your pipes
I made some materials for wall and floor. I created simple shape in 3ds max, and sculpted them in zBrush. Next baked normal, ao and created teksture in photoshop.
I never did materials before in UDK, so it simple diffuse, specular and normal map. Please tell me what do you think about this materials.
Scultped it in Zbrush, only 5 stairs and 3 of the handrail bases are unique.
Still going to tweak a few things in the shader but I like it so far.
Need to add muddy foot prints leading up and down the stairs...
Direct link to the image in case I exceed the bandwidth limit http://noteuthaiwat.blogspot.com/
just tried out dDo for first time, these are the results, it's better than what i can achieve painting.
Akh: nice assets/textures
Worked on this last night. BUT power went out last night and lost most work on it so i'll have to redo it. Any crits on things to avoid next go around?
You get a cleaner spline in less time.
Thanks notes!