tkfxity, I think you have some normals trouble on your plates.
(dark gradient on them) Try to chamfer each edges or modify the vertex normals ( I don't know if you can do the second option in Blender )
frmdbl (thats a complicated nick) - that looks cool! for a second i thought it was just a repost of the concept (lower half of the image struck me). good lighting and spacing match!
So I spent the last few days, slightly slacking but working mostly on getting low polys done and ready to sculpt, so those progress shots will be incoming. Until then I have this update, THE FIRST TILEABLE FLOOR I'VE EVER TEXTURED BY HAND! (Pats self on back) It's fairly basic, but I like it as a first attempt:
(Rendered in Marmoset, I'm awful at getting things in engine until I'm close to finished everything, I'll fix up my floor and get this in soon to see how it looks. Thanks for providing so many examples for texture instructions! Can't wait to try them, maybe even do a height map and put on tesselation!)
Texture Breakdown:
On to sculpting things!
And as always, your comments and crits are all greatly appreciated!
So a quick update on my floors. I have gone and done mine as meshes that I can then rotate and hopefully down the line use vertex blending to break up any tiling. At the moment I'm having some issues where the specular highlights of some of the meshes are drastically different to other duplicate meshes, so I've taken the spec off for this WIP screen-grab
this is a screen-grab of that 'weirdness' in case there is anybody out there who can point me in the right direction to getting this fixed.
EDIT: I'm not really sure that I like the large stones anyway, so I may even end up re-doing them. I'm thinking of doing the stones in a purpose-built pattern. What do you guys think? Should I aim to re-do them or should I look to focus my attention elsewhere and come back to them at a later date?
It's hard for me to watch this thread because you guys made so much progress already and I'm still being stuck at texturing.. also my scene is not completely blocked out:(
here is some progress on my statue, it's currently 536 tris using a 512 texture.
And the blood is experimental
long time lurker, first time....
i wanted to enter this comp to get some advice and feedback. This is my interpretation on the image with my limited skills in udk...
Now im not a 3d moddler so i have only used the assets provided by the UDK, im hoping (if i have time and can figure out blender) i can replace the core models with my own. Ironically the most enjoyable thing im finding in udk is lighting and creating materials.
So, as I mentioned, at work we are in crazy crunch time 10hour days, 6 days a week so I havent had the most amount of time to work- but I'm putting in about 5 hours every night on top of my 10 at work and getting some cool things done.
Managed to sculpt this out tonight
Also, super crazy excited for this weekend- somehow we managed to score a 3 day weekend for the first time since I started working... I'm gonna work my butt off!
If anyone wants to Google Plus hangout while working this weekend, I'm very down.
Also I been trying to upload an obj of the ironguard model for everyone to use for scaling purposes , but mediafire seems to not recognize the account I created.
Heres the column I worked on today. Got to shut down for the day. But I am willing to read if anyone has an idea for the bottom relief. I was thinking an insect like a beetle but not sure. Also since the plan is to import my 3ds max models into UDK I turned them into 3 sided polygons. But are the facing the correct way? Am I going to run into any issues? ...oh and will I run into issues when I bring my zbrush highpoly QUAD model into 3dsmax to bake Normal maps onto the THREE sided lowpoly model? Ok Ill be checking in on my mobile. An awesome work everyone. Drive on.
FIRST POLYCOUNT POST EVER!!! Been working on these shaders in UDK. Need to fix the tiling lines and add some dirt/moss buildup and see what that looks like. water is just a place holder. Also is anyone having problems with really bad jagged stretch lines with tessellation. Cant seem to fix it.
Need to get a move on if I want to finish this scene.
noscope - tessellation is mostly for organic shapes like characters,maybe plants etc. the jagginess is because of the tessellations triangulation.you can increase the tessellation factor, but i recommend to use Parallax on "flat" surfaces.btw i never seen tessellation on floors in games.
Hi everyone, this is Sasan.
I just saw this challenge last night and decide to get into it, I know I miss half of time but I will do my best with your advises.
here is my first progress, I did all measuring and base on that create my object lists. today I'm going to blocking my meshes.
Got my pool trim done, decided to throw it in UDK and test out how everything's fitting together. Realized I totally derped on making sure the corners of the pool trim fit together at a 90 degree angle! D'oh!
I also have to adjust the position of my pivot points on my meshes since things aren't quite snapping perfectly. Giving up on height maps and using parallax until I hammer out more assets. Going to work on the wall next, plan on using some design motifs based on old Indian temples.
Gobsmacked by the awesome work I am seeing! Seeing as this is a noob thread, I have a noob question - many of you are sculpting out very beautiful, high poly assets and then "baking" them into a low poly version.
My question is, does anyone have a suitable tutorial that will teach me how to do this? The programs I would be using are 3DS Max and Mudbox!
WarrenM: Ok, no Mayan art in this artwork, however, the mix of cultures puzzled me... so, I choose to dig in only one direction. Do you think is a bad idea?
biofrost: I think your bricks are too gray. Moreover, some of them popping out, because they are too dark, compared with others.
Did you put an tessellation on the floor?
WarrenM: Ok, no Mayan art in this artwork, however, the mix of cultures puzzled me... so, I choose to dig in only one direction. Do you think is a bad idea?
biofrost: I think your bricks are too gray. Moreover, some of them popping out, because they are too dark, compared with others.
Did you put an tessellation on the floor?
Yeah I should give them a bit of color! And yes the floor has tessellation applied to it.
Gobsmacked by the awesome work I am seeing! Seeing as this is a noob thread, I have a noob question - many of you are sculpting out very beautiful, high poly assets and then "baking" them into a low poly version.
My question is, does anyone have a suitable tutorial that will teach me how to do this? The programs I would be using are 3DS Max and Mudbox!
Thanks guys!
I would recommend "Old Damaged Pillar" from Eat3d collection. Although it isn't free, it shows how to make single asset from very start to finish and set everything up in UDK. It's a bit old, but pretty much all the principles apply today, maybe with few extra options.
Feeling pretty far behind. Haven't been spending as much time on this as I like.
Here's my pool border/floor textured in unity. I added some fog, and tweaked the lights. The diffuse texture is generated from scratch in photoshop (no photo sources), and the normal map was made with crazyBump.
I think your diffuse and normal is too low res and noisy. The image looks really distorted around the edges of your bricks. How did you go about generating the texture?
I think your diffuse and normal is too low res and noisy. The image looks really distorted around the edges of your bricks. How did you go about generating the texture?
it's a kind of roundabout technique I learned for making rock textures, but it involves using either fibers or difference clouds in an alpha channel and then applying lighting effects to a layer. The cracks are just painted on a separate layer with bevel and emboss on it. I may go back and hand paint the cracks and their shadows/highlights.
I really should generate high poly stone and bake the normals, but I currently only have access to mud box (instead of zbrush) which I am not super familiar with.
it's a kind of roundabout technique I learned for making rock textures, but it involves using either fibers or difference clouds in an alpha channel and then applying lighting effects to a layer. The cracks are just painted on a separate layer with bevel and emboss on it. I may go back and hand paint the cracks and their shadows/highlights.
I really should generate high poly stone and bake the normals, but I currently only have access to mud box (instead of zbrush) which I am not super familiar with.
Hello polycount, didn't got here for about a week and just saw the challenge. Here is my progress so far:
I stagnated because i got lost in the UDK material editor with the tessellation thingy and trying to fix the tears/seams/cracks. I found somehow a workaround if someone is interested.
FactoriesBurning: For the specular map, I use my diffuse texture and I increase the contrast of some parts.
It works if your diffuse hasn't dark and noisy details, soft colors are best. All details will be given by normal map and specular.
example:
Hey, Pieru. I would love to know how you went about creating the cracks on your wall patch piece. I always seem to get them too blobby, yours look really sharp. Did you use alphas/stamps or did you sculpt them yourself?
FactoriesBurning: For the specular map, I use my diffuse texture and I increase the contrast of some parts.
It works if your diffuse hasn't dark and noisy details, soft colors are best. All details will be given by normal map and specular.
example:
Specular / Diffuse:
Column_01:
Thanks for sharing this, I think I try to put too much detail and contrast in the diffuse textures when I work, instead of letting the normal/spec maps do most of the work.
Replies
(dark gradient on them) Try to chamfer each edges or modify the vertex normals ( I don't know if you can do the second option in Blender )
sybrix: of course
(Rendered in Marmoset, I'm awful at getting things in engine until I'm close to finished everything, I'll fix up my floor and get this in soon to see how it looks. Thanks for providing so many examples for texture instructions! Can't wait to try them, maybe even do a height map and put on tesselation!)
Texture Breakdown:
On to sculpting things!
And as always, your comments and crits are all greatly appreciated!
This is a really annoying issue I have run into with UDK, and I'm suprised it still exists.
Check out this thread which describes the annoyance:
http://www.polycount.com/forum/showthread.php?t=98050
here is some progress on my statue, it's currently 536 tris using a 512 texture.
And the blood is experimental
i wanted to enter this comp to get some advice and feedback. This is my interpretation on the image with my limited skills in udk...
Now im not a 3d moddler so i have only used the assets provided by the UDK, im hoping (if i have time and can figure out blender) i can replace the core models with my own. Ironically the most enjoyable thing im finding in udk is lighting and creating materials.
Any advice on my wip would be appreciated.
Managed to sculpt this out tonight
Also, super crazy excited for this weekend- somehow we managed to score a 3 day weekend for the first time since I started working... I'm gonna work my butt off!
If anyone wants to Google Plus hangout while working this weekend, I'm very down.
Goodnight!
In other news.
For the early initiated in udk, here is the repost of some tutorial links
- From Mr. Christopher Albeluhn web site
http://www.chrisalbeluhn.com/3D_Tutorials.html
- From Hourences , not technically UDK more of UT3 but theres alot of stuff usefull.
http://www.hourences.com/tutorials/
Also I been trying to upload an obj of the ironguard model for everyone to use for scaling purposes , but mediafire seems to not recognize the account I created.
Need to get a move on if I want to finish this scene.
Keep it up guys, nice works!
I just saw this challenge last night and decide to get into it, I know I miss half of time but I will do my best with your advises.
here is my first progress, I did all measuring and base on that create my object lists. today I'm going to blocking my meshes.
Got my pool trim done, decided to throw it in UDK and test out how everything's fitting together. Realized I totally derped on making sure the corners of the pool trim fit together at a 90 degree angle! D'oh!
I also have to adjust the position of my pivot points on my meshes since things aren't quite snapping perfectly. Giving up on height maps and using parallax until I hammer out more assets. Going to work on the wall next, plan on using some design motifs based on old Indian temples.
This is my material setup.
My question is, does anyone have a suitable tutorial that will teach me how to do this? The programs I would be using are 3DS Max and Mudbox!
Thanks guys!
wall patch done !
Started back up working on a wall texture. Might go back to the drawing board with it though, what do you guys think?(No spec map yet)
WarrenM: Ok, no Mayan art in this artwork, however, the mix of cultures puzzled me... so, I choose to dig in only one direction. Do you think is a bad idea?
biofrost: I think your bricks are too gray. Moreover, some of them popping out, because they are too dark, compared with others.
Did you put an tessellation on the floor?
Yeah I should give them a bit of color! And yes the floor has tessellation applied to it.
Haha, no, I don't know. I just thought it was interesting. It's a great texture!
I would recommend "Old Damaged Pillar" from Eat3d collection. Although it isn't free, it shows how to make single asset from very start to finish and set everything up in UDK. It's a bit old, but pretty much all the principles apply today, maybe with few extra options.
Here's my pool border/floor textured in unity. I added some fog, and tweaked the lights. The diffuse texture is generated from scratch in photoshop (no photo sources), and the normal map was made with crazyBump.
comments and critique are welcome
how do you generate your spec maps?
I think your diffuse and normal is too low res and noisy. The image looks really distorted around the edges of your bricks. How did you go about generating the texture?
it's a kind of roundabout technique I learned for making rock textures, but it involves using either fibers or difference clouds in an alpha channel and then applying lighting effects to a layer. The cracks are just painted on a separate layer with bevel and emboss on it. I may go back and hand paint the cracks and their shadows/highlights.
I really should generate high poly stone and bake the normals, but I currently only have access to mud box (instead of zbrush) which I am not super familiar with.
thanks for the feedback.
I would at least give it a go in mudbox...
The tile texture on the floor is very much a place holder. Going to unwrap the door and pillar in the morning.
I stagnated because i got lost in the UDK material editor with the tessellation thingy and trying to fix the tears/seams/cracks. I found somehow a workaround if someone is interested.
Will post more soon. Cheers!
It works if your diffuse hasn't dark and noisy details, soft colors are best. All details will be given by normal map and specular.
example:
Specular / Diffuse:
Column_01:
Also, Mudbox or Zbrush?
Cheers.
Thanks for sharing this, I think I try to put too much detail and contrast in the diffuse textures when I work, instead of letting the normal/spec maps do most of the work.