When does this challenge end? I'll probably start it (despite late) and work on it in my own pace for a Uni Project....
Just wondering as this was created on the 14th... does that give two weeks or a full month?
This thread comes as a great guide to level creation
It ends on the 13th at 10pm ct and the next one starts at that time as well. On the first of the next month (middle of the challenge) I'll make a thread where we give ideas and vote on next month's challenge.
AlexCatMasterSupreme : hey man , yeah the stairs can loose more vertices thanks,my experience so far with UDK is that you need the model airtight as posible so it dosent screw with your shadowmaps.
AlexCatMasterSupreme : hey man , yeah the stairs can loose more vertices thanks,my experience so far with UDK is that you need the model airtight as posible so it dosent screw with your shadowmaps.
thanks for the feedback.
Naw man, make all of the pieces floaters. It'll save you a bunch of time. Also, "shadowmaps" (which are actually called lightmaps), work entirely different than you think they do. Do some research, and you'll figure it out.
Looks good, but it looks like the stairs have a lot of needless geometry. I don't see why you made it all air-tight.
The same can be said about the water heater. You can cut A LOT of geometry out of both models. The models looks solid-- they just need to be optimized.
My progress so far. Made 3 different cardboard box models and made 2 decals for shipping labels which I used to put on the boxes. Modeled the ladder and the shelf. Also made a simple bottle model and gave it a glassish material. The pipeing needs some work as I'm having trouble with the lightmaping on it, i'll redo the pipes after I get some of the more crucial components done like the water heater and the electric box. Still tons of work to do!
looks solid , theres some objects that have some smothing issues , if you are using 3dsmax , try turning to zero the autosmooth option before exporting them.
as for the lightmaps you could post in the forum hows the look in you second uvs for the props , it could also be that you have some inverted faces.
that looks really good in my opinion, i like the colors
EDIT:
I finally finished the staircase. It was my first attempt at hand-painted wood but I've learned so much in the process, especially from Jon Fletchers tutorial on Vertex.
just put my assets into udk, still a lot to do and a few of the textures are just basic placeholders. At the moment the 3 different wood-textured assets don't work well together, i'd like to get them looking more similar in tone.
This is where Im at, i kind of know how lights work in UDK i just don't know which to use in x,y,z situation. Any suggestions for light types, positioning and radius size? I need to work on my specular maps, especially the wall one. Any tips/advice greatly appreciated.
Hey, thanks! I'm a complete noob at udk.. but what I do is I put the green channel of the diffuse to specular. Dunno if this is a good practice but it works for me
Was unsure if you noticed, but you've done too many stairs compared to the concept
Yeah I know, I have been working on it all week and just don't care. I can't express enough how much I don't want to work on it for now. I will later if I have time. I have so much other stuff to do.
Also, I realized it's that way mostly because of the fact I made one side a little bigger on purpose so everything fit a certain way.
Few more updates. Also as in the last image, changed the brick our for stone. Wanted this to be part of a older building where they would use stone instead.
Still need to do the railing for the stairs. Once thats done, ill move onto the drywall behind the stairs and the pillars. Then onto props.
Replies
Which texture?
It ends on the 13th at 10pm ct and the next one starts at that time as well. On the first of the next month (middle of the challenge) I'll make a thread where we give ideas and vote on next month's challenge.
Looks good, but it looks like the stairs have a lot of needless geometry. I don't see why you made it all air-tight.
Most likely every single one.
This.
I might do another variation of the tile if it starts looking too tiled. Is the texture looking too stylized to anyone?
thanks for the feedback.
Naw man, make all of the pieces floaters. It'll save you a bunch of time. Also, "shadowmaps" (which are actually called lightmaps), work entirely different than you think they do. Do some research, and you'll figure it out.
yeah they called lightmaps dont know why I said shadoooowmaps! :P I'm must going insane.
yeah it all depends on the second set of UVS.. for the lightmaps.
The same can be said about the water heater. You can cut A LOT of geometry out of both models. The models looks solid-- they just need to be optimized.
Here:http://wiki.polycount.com/TexturingTutorials
To get a good wood texture use reference pictures a lot and don't just use your mind.
as for the lightmaps you could post in the forum hows the look in you second uvs for the props , it could also be that you have some inverted faces.
EDIT:
I finally finished the staircase. It was my first attempt at hand-painted wood but I've learned so much in the process, especially from Jon Fletchers tutorial on Vertex.
just put my assets into udk, still a lot to do and a few of the textures are just basic placeholders. At the moment the 3 different wood-textured assets don't work well together, i'd like to get them looking more similar in tone.
Looks good, but I think you went too fantasy on this. And what's up with that blueish AO?
redoing my brick texture.
And this is what I got so far.. it's so slow.
There are some old textures I'll be replacing very soon :poly121:
And as for the columns, they'll be rotated inside udk so it won't be as noticable.
EDIT: Tweaking tiling
That looks pretty good man:) Wires?
The Wires:
Here is my little update
its funny that the water gauge remains clean
This is where Im at, i kind of know how lights work in UDK i just don't know which to use in x,y,z situation.
Any suggestions for light types, positioning and radius size?
I need to work on my specular maps, especially the wall one.
Any tips/advice greatly appreciated.
tomm:nice staircase
so far the proportions of your scene look SPOTON.
May I ask the height/width ratio of the floor/walls?
I keep feeling my walls are too large in contrast to my scene size...
Was unsure if you noticed, but you've done too many stairs compared to the concept
Anyways, few updates from my side
-Stairs
-Tile floor, and
-the wall
[I think I am already late, but I'll try to finish up the
-water heater
-floor, and
-the rack
then will learn how to place them in UDK and all ]
Yeah I know, I have been working on it all week and just don't care. I can't express enough how much I don't want to work on it for now. I will later if I have time. I have so much other stuff to do.
Also, I realized it's that way mostly because of the fact I made one side a little bigger on purpose so everything fit a certain way.
Yes but I doubt people will look judging by how last months thread just straight up died. Feel free to though:)
Still need to do the railing for the stairs. Once thats done, ill move onto the drywall behind the stairs and the pillars. Then onto props.