Spent a bit of time of the roof decoration section, although I'm not overly happy with it. I'm not very good at getting clean sharp details in zbrush. Added in the roots and textured the side column.
A little progress for today, added the border bricks and carpet, Attempted to make a stone that could light up well, I may of over tiled my stones, thinking about how I can light this to make the stones have varied lightness in engine rather than in texture. I might go with vertex color and adjust my stone up a few values.
I need some help in creating the lighting, I know its not finished but the lighting lights the entire room up but I want dark shadows behind the pillars like in the concept. Using Cry engine 3 and the regular lighting, no directional lighting in ce3.
Spent most of the day working on the statue. I'm not so good at people or clothes sculpting, so was quite a challenge to get something I was happy with
Coming along really nice Arctic Furnace. The grunge on the walls are almost perfectly spaced apart and sort of look like stripes and not natural dirt/gunge. Maybe you could do some vertex blending to break up the pattern or something. I'm getting recognizable repetition with my wall too and was thinking of doing vertex painting with a simple moss LERP setup to break it up a bit.
Okay, so I've been busy making a pool corner piece, a quick pillar, redid my wall. Going to focus on the door next. No way I'm getting this done by the 28th, but I hope to get the gateway all done and everything arranged in UDK by the end of the month.
Coming along really nice Arctic Furnace. The grunge on the walls are almost perfectly spaced apart and sort of look like stripes and not natural dirt/gunge. Maybe you could do some vertex blending to break up the pattern or something. I'm getting recognizable repetition with my wall too and was thinking of doing vertex painting with a simple moss LERP setup to break it up a bit.
Okay, so I've been busy making a pool corner piece, a quick pillar, redid my wall. Going to focus on the door next. No way I'm getting this done by the 28th, but I hope to get the gateway all done and everything arranged in UDK by the end of the month.
I'm hoping to get some vertex painting done when I can find a tutorial on how to do it. Never tried it in UDK before, but I think it will be worth while on both the walls and the floor.
I'm going to finish all the assets first and then have a tweaking phase setting up lighting properly and materials.
One thing I've noticed on your walls is that the green is very vibrant, I think it could do with toning down a little bit to make it look more natural
Stairs looks great. Everything looks nice and rounded and I am having trouble modeling and applying textures in order to make things as smooth as yours. I know there's not much more time left but if you do find the time can you please post wire frames? I think it will help me a great deal in understanding what I am doing wrong. Thank you
Good stuff everyone, just wanted to jump in and say that while I enjoy the improvements in models and texture, I find it a shame that lighting is a bit lacking here and there. So I thought I'd give it a go myself in UDK and see how far I could get.
The image below is what I have after 10-15 minutes, it's not really as close as I'd like it to be, but it'll get there once I start actually modelling the assets. So far it's just some BSP and some stock UT models.
The light setup I have is very basic, just a lot of tweaking of the settings.
Welp! Ive come across a huge hurdle. My 560 TI gave out couple days ago, and now my new hardware (Mobo,Graphics card, CPU) causes windows 7 to go ape shit and crash. Im going to be missing the deadline on this challenge for this reason and it aggrivated me. However I do love some of your guys' progress. Keep up the good work everyone! Ill be back for April's challenge!
Great work guys!! I have been self teaching more stuff than being able to do much work, but I am still going to post work after the deadline in 2 or 3 posts to avoid posting too much traffic. Just a note on Ddo. I just found out about it, and, why cant we use it? its considered cheating? Looks amazing. I wonder... Is it because it would be too easy to make the materials?
Great work guys!! I have been self teaching more stuff than being able to do much work, but I am still going to post work after the deadline in 2 or 3 posts to avoid posting too much traffic. Just a note on Ddo. I just found out about it, and, why cant we use it? its considered cheating? Looks amazing. I wonder... Is it because it would be too easy to make the materials?
Tomm tells the Truth ! dDo may be usefull but it's not the best way to improve your skills in textures !
I disagree to an extent, I think dDo is a pretty useful way to show you how diffuse, specular and gloss come together to define a material; however I don't think you'll learn as much if you try to get by / come to rely on just using dDo preset material details. So imo, don't avoid dDo, just be aware of what it can SHOW you and take away from it as much knowledge of materials as you can. Even without using detail presets etc it's a good way to quickly get a solid base diffuse/spec/gloss.
Saying avoid dDo because you won't learn how to texture almost sounds similar to saying don't use nDo because you'll neglect learning how to bake. I don't think its as black and white as that.
Thanks guys. I asked because I knew there was a good reason behind it! I like what Bek says however, but I do not want to get too distracted. I went to the site and I got blown away by this chainsaw tutorial. It looks very complicated, but much faster to make.
Stairs looks great. Everything looks nice and rounded and I am having trouble modeling and applying textures in order to make things as smooth as yours. I know there's not much more time left but if you do find the time can you please post wire frames? I think it will help me a great deal in understanding what I am doing wrong. Thank you
My Wires are not exeptionals ! I have applied one smoothgroup to all model's polys and I have chamfered every borders. Moreover, I have created some extra slices for the vertex paint in UDK. I think that will be a good deal to have more vertices but a nice smooth look. I will post an exemple later.
The goal is to have less smoothing groups as possible and remove every dark polys effect by chamfering/slicing.
Coosc: I make a polypaint very quickly in Zbrush to have a nice base to work on (generally with pictures). I decrease the oplypaint's opacity around 40 / 50 % in photoshop. Also, I use my AO / Heights / Normals and other pics to concoct what I want.
However, normals and specular (glossiness) are the most important things to me!
Bek: never let scripts do your work unless they are your own scripts or if you have a good understanding about the workflow.
Beginners can't jump over this step.
else scripts will kill your skills gradually... So for beginners it will be better to work without dDo or nDo. however dDo are a nice plugin to speed up your productivity.
Learning > pressing "do it for me" button
edit: exemple on pillar:
As you can see, I have applied two smotthing groups on this asset. Why 2 and not 1?
Just because I did'nt see any utility to chamfer the concave parts. I prefer to seperate by parts if I can.
Extra slices here are for the Vertex paint in UDK
Re-read why I said dDo shouldn't be completely ignored for fear of 'kill[ing] your skills gradually'. Seeing what dDo does and how it does it is a very cool way as a noob to learn how all the different maps come together to define a material.
Also it's quite silly to discount it as a "do it for me" button and to imply that dDo involves no learning. As long as you're aware dDo isn't a "do it for me" button, as you seem to assume it is [have you used dDo?], you can learn quite a lot as a noob from it. "Hey, I can see here its got the AO and cavity maps I used as input in my diffuse and specular, set as multiply blending mode. I also see that the slider to adjust these layers just affects the opacity - I can do that myself now if I need to".
I'm surprised you're also extending this no-scripts rule to nDo. Do you really think nDo would hamper anyone's learning? This sounds quite strange to me, because where exactly do you draw the line? Is xnormal a hack that noobs should avoid because the won't learn to bake in their own app? Is handplane a hack? This is starting to sound similar to the "3d scans aren't art / are taking our jobs" thread that was around a while back.
Don't discount dDo as merely something that can speed up your workflow, it CAN teach you things too - as long as you're not expecting it to be a replacement for having to learn.
You're right, you can learn something but it's only if you dig it ! dDo teaches nothing by default, it's just a plugin... like everything you can click everywhere, move the spinners in any direction and have a cool or a bad result. Here is the trap I think... But if you really try to understand why... it's good
I never said dDo was the Devil... but just be careful
Yes, I have tryed dDo. It just seems to me like an compilation of photoshop scripts.
But probably i'm stupid and it was a coincidence that dDo was forbidden for this challenge.
As you said: 3D scan... do you really think a beginner can use 3D scan directly without any comprehension of anatomy, without any sculpt? It's not about me or my job or any fear I have...
ps: "do it for me" was an exaggeration of course... -_-' but one day.... my bad for nDo (few years ago, some trainees want to sell me nDO. "Haw, high poly modeling is boring, I prefer to use nDo to calclate my normals, AO etc... the perfect exemple of lazy guys trapped by plugins)
Done the steps now, although they are coming out a bit dark with my current lighting setup. Had a go at mesh painting as well on the back wall, hoping to add a mossy/algae texture on top as well. Let me know what you guys think
little update.
i will try to finish this even after deadline.
I would try and make the scene a little elss noisy, maybe turn down the normal map intensity and break it up with some larger shapes and dirt or moss. Keep it up.
Not posted in a while so I figured I would upload the door thingy that I have been working on for the past couple of days.
The lighting is still very much WIP which I plan to look at more at a later date, so this is a screen from the mesh preview in UDK
No Chance I will get everything done by Thursday but I do plan on carrying on past the deadline. I have learnt so much already, and I'm sure I could learn so much more from getting this finished
Most likely not going to finish by tomorrow, however! I really am starting to enjoy this piece so I'll probably finish it by the weekend. Here's my current WIP, loots of texture work to do and I've got to hammer a bunch of it out still. but yeaaahh...
Played around a bit more with my wall material to add in a moss texture now as well, I think it looks a lot better now than it did before. Just got to work on actually starting and finishing the remaining assets now.
Edit:
Been playing with the lighting, and quickly textured a couple of other bits using the pillar texture from next to the door.
Replies
http://www.polycount.com/forum/showthread.php?p=1782915#post1782915
Spent a bit of time of the roof decoration section, although I'm not overly happy with it. I'm not very good at getting clean sharp details in zbrush. Added in the roots and textured the side column.
Still lots to do and not a lot of time left.
Still lots to do unfortunately.
pieru i am really excited to see your stuff as one piece ...
Okay, so I've been busy making a pool corner piece, a quick pillar, redid my wall. Going to focus on the door next. No way I'm getting this done by the 28th, but I hope to get the gateway all done and everything arranged in UDK by the end of the month.
Thanks, it was pretty much random doodling in zbrush for that pattern and I agree, seeing pieru's work all in one scene is gonna be awesome :poly142:
I'm hoping to get some vertex painting done when I can find a tutorial on how to do it. Never tried it in UDK before, but I think it will be worth while on both the walls and the floor.
I'm going to finish all the assets first and then have a tweaking phase setting up lighting properly and materials.
One thing I've noticed on your walls is that the green is very vibrant, I think it could do with toning down a little bit to make it look more natural
Stairs looks great. Everything looks nice and rounded and I am having trouble modeling and applying textures in order to make things as smooth as yours. I know there's not much more time left but if you do find the time can you please post wire frames? I think it will help me a great deal in understanding what I am doing wrong. Thank you
The image below is what I have after 10-15 minutes, it's not really as close as I'd like it to be, but it'll get there once I start actually modelling the assets. So far it's just some BSP and some stock UT models.
The light setup I have is very basic, just a lot of tweaking of the settings.
Here it is:
Tomm tells the Truth ! dDo may be usefull but it's not the best way to improve your skills in textures !
Saying avoid dDo because you won't learn how to texture almost sounds similar to saying don't use nDo because you'll neglect learning how to bake. I don't think its as black and white as that.
My Wires are not exeptionals ! I have applied one smoothgroup to all model's polys and I have chamfered every borders. Moreover, I have created some extra slices for the vertex paint in UDK. I think that will be a good deal to have more vertices but a nice smooth look. I will post an exemple later.
The goal is to have less smoothing groups as possible and remove every dark polys effect by chamfering/slicing.
Coosc: I make a polypaint very quickly in Zbrush to have a nice base to work on (generally with pictures). I decrease the oplypaint's opacity around 40 / 50 % in photoshop. Also, I use my AO / Heights / Normals and other pics to concoct what I want.
However, normals and specular (glossiness) are the most important things to me!
Bek: never let scripts do your work unless they are your own scripts or if you have a good understanding about the workflow.
Beginners can't jump over this step.
else scripts will kill your skills gradually... So for beginners it will be better to work without dDo or nDo. however dDo are a nice plugin to speed up your productivity.
Learning > pressing "do it for me" button
edit: exemple on pillar:
As you can see, I have applied two smotthing groups on this asset. Why 2 and not 1?
Just because I did'nt see any utility to chamfer the concave parts. I prefer to seperate by parts if I can.
Extra slices here are for the Vertex paint in UDK
Also it's quite silly to discount it as a "do it for me" button and to imply that dDo involves no learning. As long as you're aware dDo isn't a "do it for me" button, as you seem to assume it is [have you used dDo?], you can learn quite a lot as a noob from it. "Hey, I can see here its got the AO and cavity maps I used as input in my diffuse and specular, set as multiply blending mode. I also see that the slider to adjust these layers just affects the opacity - I can do that myself now if I need to".
I'm surprised you're also extending this no-scripts rule to nDo. Do you really think nDo would hamper anyone's learning? This sounds quite strange to me, because where exactly do you draw the line? Is xnormal a hack that noobs should avoid because the won't learn to bake in their own app? Is handplane a hack? This is starting to sound similar to the "3d scans aren't art / are taking our jobs" thread that was around a while back.
Don't discount dDo as merely something that can speed up your workflow, it CAN teach you things too - as long as you're not expecting it to be a replacement for having to learn.
I'll probably just try the lighting, unless I find LOTS of time in the next few days
You're right, you can learn something but it's only if you dig it ! dDo teaches nothing by default, it's just a plugin... like everything you can click everywhere, move the spinners in any direction and have a cool or a bad result. Here is the trap I think... But if you really try to understand why... it's good
I never said dDo was the Devil... but just be careful
Yes, I have tryed dDo. It just seems to me like an compilation of photoshop scripts.
But probably i'm stupid and it was a coincidence that dDo was forbidden for this challenge.
As you said: 3D scan... do you really think a beginner can use 3D scan directly without any comprehension of anatomy, without any sculpt? It's not about me or my job or any fear I have...
ps: "do it for me" was an exaggeration of course... -_-' but one day.... my bad for nDo (few years ago, some trainees want to sell me nDO. "Haw, high poly modeling is boring, I prefer to use nDo to calclate my normals, AO etc... the perfect exemple of lazy guys trapped by plugins)
new element: the ceiling's trim
You may boost your normals of walls and maybe add moss on floor and walls. because for the moment the walls seem have green ink spots
EDIT: and just for fun, some different light setups:
This one is very cool
Killer lighting. Wouldn't expect any less from you
Nice lighting osman
i will try to finish this even after deadline.
I would try and make the scene a little elss noisy, maybe turn down the normal map intensity and break it up with some larger shapes and dirt or moss. Keep it up.
i think the spec is also making it noisy.
i have redone the collum
without normalmaps and spec it is looking less noisy
The lighting is still very much WIP which I plan to look at more at a later date, so this is a screen from the mesh preview in UDK
No Chance I will get everything done by Thursday but I do plan on carrying on past the deadline. I have learnt so much already, and I'm sure I could learn so much more from getting this finished
I've now found myself at a crossroad and I'm really not sure which way to go, so I'm putting it out there if anybody has any suggestions?
Edit:
Been playing with the lighting, and quickly textured a couple of other bits using the pillar texture from next to the door.
Thanks for your time, feed back will be more than welcomed.
Note : The pillars still has the old vines model , fixing that right now
I think the roots would be a good size if you could get a few smaller roots coming off of them[?].
Love your door btw
Thanks for the feedback, I will add a bunch of small roots , also thanks for the good comments on the door.