Thanks, well for the textures I tweaked my process a lot these last weeks since I'm still learning. But basically, first I decimate my high poly sculpt from zbrush, unwrap the UVs manually with Roadkill/Maya and send this back to xNormal for normal/AO baking.
I also generate a second AO, a cavity and a high map from my normal map with nDo2, classical stuff I guess... I mix the AO map and overlay the cavity map or details from textures over a base color (and erase them selectively with a mask). I also generate masks from my normal blue channel and another by tweaking the levels of my height map. So, to make things short, I try to apply all of your advices until I get something I like. And some great tutorials like those from Ryan Smith or Galen Davis on 3dmotive have been really helpful too.
So if you guys have other advices or tricks I take everything
@Zarakun: Wow, good advice. The process of doing all this for a low-poly model is new to me; Cool advice on obtaining a workflow. I have my high poly pillar textured and didn't think about how I was going to transfer the map. Hopefully I can render the texture from high to low along with creating the normal map, I guess...
@nbac: You dirty rascal, I hate you and your amazing (bootcamp) tutorial. Definitely will try this out when I finally get to that phase, maybe in another month, or two...
i have been asked how i created this rubble pile, so i did a quick tutorial
it is a pretty quick and semi automated process.
maybe it is useful to someone else
I'm very interested in seeing this tutorial that you've made but I can't seem to be able to view it. It might just be me but the link appears to be broken, is there any other way for me to view it?
i have been asked how i created this rubble pile, so i did a quick tutorial
it is a pretty quick and semi automated process.
maybe it is useful to someone else
I'm very interested in seeing this tutorial that you've made but I can't seem to be able to view it. It might just be me but the link appears to be broken, is there any other way for me to view it?
You have to click on the word tutorial; the big, green text. It's a direct link to a .png that shows-off his entire process...
@Zarakun: Wow, good advice. The process of doing all this for a low-poly model is new to me; Cool advice on obtaining a workflow. I have my high poly pillar textured and didn't think about how I was going to transfer the map. Hopefully I can render the texture from high to low along with creating the normal map, I guess...
I wish I could achieve the same result as you directly in zbrush, but I'm a complete stranger to polypainting :,(
in the second link just my contact email is missing the rest should be the same
I found out everyone likes to imgur, it's simple, easy, and effective. You can drag/drop images onto your images page and it uploads them.
@Zarakun: Thanks for the compliment. It feels like I'm doing something right. Took me a while to figure out how to polypaint tho, zbrush is sooo confusing. Believe it or not Mudbox is much easier and has a better variety of tools for creating textures, so I'm currently re-doing the pillars texture...
I'm still working on my scene, still feel like so many things to do and, with such little time to work on it, it feels like I'm still some way off; BUT as others are still working on theirs too I figured I'd post some screenshots of where I am at the moment.
The pool edges:
The door/pokeball area:
EDIT:
Added a screenshot with some better lighting:
Comments and crits welcomed, of course
ps.Sorry about the poor lighting, I'm still very much playing around with it
Im still going to work on this, Ive got most of the bare bones assets into the engine(the wall behind the door isnt done yet) and now need to make all the smaller assets and decals etc. Im not happy with the lighting, its too dull and Id like to put some diffrent colours in here.
So much work left to do:
@nbac: agreed, Kharn it's nice to see your individual assets compiled into the scene. The color scheme fits well to the reference. Personally love the wall extension (huge border piece along the wall) but for some reason the columns seem a tad...large to me...as in, the diameter...
Hey dudes, here's my progress so far. It's still 80% placeholders, temporary bakes etc but it feels like it's starting to come together. Any feedback is welcome
Ok, MIND...OFFICIALLY...BLOWN! The lighting changed the entire image and you're right about the column, looks great from this view. My favorite part are the regular tiles (tiled texture) placed throughout the environment. The light shining on them is a good touch. Can't wait to get anything from my scene into UDK...
Sooo still hammering this out gotta get water and some post process done, but gotta learn that stuff a little better, I feel like my lighting needs work too... C&C is welcome.
@Kharn Amazing work here, love how your Indian interpretation of the concept came out! I'm also doing an Indian inspired thing, but you nailed the style of the Indian temples from the references I've seen. My only crit is that everything is looking very yellow, I think the scene could use some color variation, maybe bump up the blues in the lighting?
@R0gu3 This is such a unique take on the concept, really cool idea with the zen garden spin on it. I feel like the texture scale on the pillars is too small. They look like they're made from really tiny wood planks, which looks a little strange to me, especially compared with the scale of the texture in the rest of the scene. I could just be crazy too.
Okay, so here's where I'm at. Finally finished my doorway statues, and started a sculpt of a Ganesh-like figure. Wanted to keep the elephant theme of the door going. I'm going to bang out the rest of the assets and worry about things like mesh painting and second passes on the textures later. Still need to work on the lighting, make rubble, and what feels like a million other things.
Alrighty, so I know it's not great, but I'm wrapping it up with this last post, I'm happy with how it's come out! C&C is Welcome, Thanks for the feedback earlier Sybrix, I may tweak it later on but for now i have other projects to work on.
Good to see that I'm not the only one still working on this. I may not have achieved a high standard as some of you but I have learnt a lot (especially Zbrush). Here's my progress...
Only screenshots from Maya so far.
Didn't really follow the concept much. Just kinda went with what I felt like lol
@Mathew O: Great work on the scene so far, I really need to catch up. The statue on the pedestal looks dead on. Only crit are the tiles surrounding the poolside tiles. They don't seem to fit with the scene based off its texture. It resembles more a sidewalk, specially surrounded by your tiled texture, which has a much stronger specularity and normal...
@Kharn: Are you putting the yellow/green color in your texture or adding it in a postFX box (whatever I heard it was called) in UDK. I'm curious as to which method is more beneficial to work in. I think it might give you, as in anyone, a better advantage and less hassle to try and match the overall color of the reference in a postFX box than including it in the texture. Not to say the texture can't carry similar colors at all. I shall try this out...
@sybrix: I love, love, love the elephant sculpture on the left, textured and all. Are you going to add a light shining down from the hole in the ceiling/chasm/lair/etc.?
@R0gu3: Bonzai tree is the best idea, as the pedestal, for this unique take on the reference. It's good that you are finished but bad that I have one less work to look forward to. The only piece I can't wrap my head around is the pillar--possibly wooden because of style chosen--placed on top of a glass floor. I don't think it would shatter easily but the weight would break-up the glass around the base of the pillar...
@selwyn369: Even though your not showing inside an engine, you are still further along than my work. I am awaiting for your UDK transfer...
Finished up this last night. Moving onto my escape project now. Let me know if you guys see anything terrible about it. While I need to move on ill take not of them and make changes when I get the time.
Thanks for the compliment Piko, I agree completely about the pillars, I just could not think of a solution that didn't require redoing the sand and glass >.> So they aren't load bearing, they're decorative :P
So I've gone really off piste here, I was starting to feel like a i needed a bit of a chance so that I didn't get sick of my scene.
Any feedback would be great, i'm having some really weird depth sorting issues close to the camera so that you can see the water through the tiles and the statue in the water will make its return at some point.
i finally managed to make the step to udk and to import most of my stuff
there are also some udk props (foliage for example) as placeholder to get a feeling for the mood. cc in ps.
i finally managed to make the step to udk and to import most of my stuff
there are also some udk props (foliage for example) as placeholder to get a feeling for the mood. cc in ps.
Nice, I'm guessing all that post process effects are layers in Photoshop and not running real time in UDK yet? and what's cc in ps?
cc stands for color correction, like using levels, curves, brightness/contrast, color balance, etc. Great work guys. Hopefully I'll post something soon and comment...
am still partly working on this scene, just looking into adding foliage. It's a little over the top for the moment but it's still WIP. Off to Paris this weekend so will finish off when I get back
Would appreciate some feedback, if anybody is still even keeping an eye here :P
ps, I'm working at creating a whole tree along with a big root to go down that wall. Reason for this is 2-fold; 1) to add into my portfolio and expand my skills, and 2) to get some really nice and interesting shadows pop through to the middle area
i still have an eye on this ;D
your color pallet is to saturated i think.
the different pieces should also match in terms of colorpallet.
model is looking quiet nice°
i have an update too
and several questions - maybe someone can help.
now everthing is pure udk - color correction and lens dirt effect!
i have a strange seam on the floor ... and it seems not to be an issue with the normal map.
anyway my normalmaps have a wrong vector so they are looking in a wrong direction so normally i would flip the r or g channel but the problem is inconsistent somtimes its right somtimes not. ... *edit its the green channel
and a udk question. how do material instances work!? i know i can copy them and they are refering to a parent material but what to do, to have an independent version of the material?
i still have an eye on this ;D
your color pallet is to saturated i think.
the different pieces should also match in terms of colorpallet.
model is looking quiet nice°
did you mean my scene?
I did hear from someobdy already that it's too saturated... hard to spot when you're so close to it. Thanks for the heads up (if was for me :P )
I'm still very much working on colour and on the lighting... just thought I'd see if anybody has any crits for me...
I'm pretty pleased with how the shadows have come out from the trees [particularly as I've never done foliage, nor have I ever taken a scene this far before]
and a udk question. how do material instances work!? i know i can copy them and they are refering to a parent material but what to do, to have an independent version of the material?
You can do this, by making the material itself, and using "scalar parameter" instead of constants, "vector parameter" instead of constant3 or 4, and "texturesampleparameter2D" instead of texturesample2D. So just use parameters. Then when you instance your material, and open that instance, you can change the values or the textures/this instance.
Replies
I also generate a second AO, a cavity and a high map from my normal map with nDo2, classical stuff I guess... I mix the AO map and overlay the cavity map or details from textures over a base color (and erase them selectively with a mask). I also generate masks from my normal blue channel and another by tweaking the levels of my height map. So, to make things short, I try to apply all of your advices until I get something I like. And some great tutorials like those from Ryan Smith or Galen Davis on 3dmotive have been really helpful too.
So if you guys have other advices or tricks I take everything
@nbac: You dirty rascal, I hate you and your amazing (bootcamp) tutorial. Definitely will try this out when I finally get to that phase, maybe in another month, or two...
I'm very interested in seeing this tutorial that you've made but I can't seem to be able to view it. It might just be me but the link appears to be broken, is there any other way for me to view it?
You have to click on the word tutorial; the big, green text. It's a direct link to a .png that shows-off his entire process...
yes i know that but when i click on it the page does not load, just says Oops! Google Chrome could not connect to img18.imageshack.us
http://img18.imageshack.us/img18/9937/tutorialep.png
http://img542.imageshack.us/img542/3662/tutorialy.png
in the second link just my contact email is missing the rest should be the same
ah the second one works, thanks a lot
very nice tutorial :thumbup:
I'm using maya, mostly, but it's still very useful; and at the end of the day I can delve into 3DS Max if need be.
I wish I could achieve the same result as you directly in zbrush, but I'm a complete stranger to polypainting :,(
I found out everyone likes to imgur, it's simple, easy, and effective. You can drag/drop images onto your images page and it uploads them.
@Zarakun: Thanks for the compliment. It feels like I'm doing something right. Took me a while to figure out how to polypaint tho, zbrush is sooo confusing. Believe it or not Mudbox is much easier and has a better variety of tools for creating textures, so I'm currently re-doing the pillars texture...
Hi guys, heres my contribution.
Don't have any more time to work on it, and kinda got into the competition late- 27th- so heres all I can do.
If you care to look at any more screenshots.
Thanks
I'm going to add some more decorative pieces up the walls next. I feel the floor should be quite simplistic, after all you are meant to walk on it.
also sorry for the shitty lighting
The pool edges:
The door/pokeball area:
EDIT:
Added a screenshot with some better lighting:
Comments and crits welcomed, of course
ps.Sorry about the poor lighting, I'm still very much playing around with it
Im still going to work on this, Ive got most of the bare bones assets into the engine(the wall behind the door isnt done yet) and now need to make all the smaller assets and decals etc. Im not happy with the lighting, its too dull and Id like to put some diffrent colours in here.
So much work left to do:
@MathewO: Even though, it has still 80% placeholders, it looks promising!
bit more progress
@piko I think the problem with the pillars is due to the FOV , the picture bellow is the pillar on the left but seen strait on.
@R0gu3 This is such a unique take on the concept, really cool idea with the zen garden spin on it. I feel like the texture scale on the pillars is too small. They look like they're made from really tiny wood planks, which looks a little strange to me, especially compared with the scale of the texture in the rest of the scene. I could just be crazy too.
Okay, so here's where I'm at. Finally finished my doorway statues, and started a sculpt of a Ganesh-like figure. Wanted to keep the elephant theme of the door going. I'm going to bang out the rest of the assets and worry about things like mesh painting and second passes on the textures later. Still need to work on the lighting, make rubble, and what feels like a million other things.
Only screenshots from Maya so far.
Didn't really follow the concept much. Just kinda went with what I felt like lol
@Kharn: Are you putting the yellow/green color in your texture or adding it in a postFX box (whatever I heard it was called) in UDK. I'm curious as to which method is more beneficial to work in. I think it might give you, as in anyone, a better advantage and less hassle to try and match the overall color of the reference in a postFX box than including it in the texture. Not to say the texture can't carry similar colors at all. I shall try this out...
@sybrix: I love, love, love the elephant sculpture on the left, textured and all. Are you going to add a light shining down from the hole in the ceiling/chasm/lair/etc.?
@R0gu3: Bonzai tree is the best idea, as the pedestal, for this unique take on the reference. It's good that you are finished but bad that I have one less work to look forward to. The only piece I can't wrap my head around is the pillar--possibly wooden because of style chosen--placed on top of a glass floor. I don't think it would shatter easily but the weight would break-up the glass around the base of the pillar...
@selwyn369: Even though your not showing inside an engine, you are still further along than my work. I am awaiting for your UDK transfer...
More images here http://alexwellsartist.weebly.com/temple-of-time.html
So I've gone really off piste here, I was starting to feel like a i needed a bit of a chance so that I didn't get sick of my scene.
Any feedback would be great, i'm having some really weird depth sorting issues close to the camera so that you can see the water through the tiles and the statue in the water will make its return at some point.
Might have to start baking soon though, scenes getting might heavy
Fyi that ugly ass brick texture on the wall is just a temp, just wanted to demonstrate the idea
there are also some udk props (foliage for example) as placeholder to get a feeling for the mood. cc in ps.
Heres mine, Its all low polygon now. I plan on finishing modelling everything before I do any texture work, should keep it more consistent.
screen grab from marmoset
Nice, I'm guessing all that post process effects are layers in Photoshop and not running real time in UDK yet? and what's cc in ps?
Would appreciate some feedback, if anybody is still even keeping an eye here :P
ps, I'm working at creating a whole tree along with a big root to go down that wall. Reason for this is 2-fold; 1) to add into my portfolio and expand my skills, and 2) to get some really nice and interesting shadows pop through to the middle area
your color pallet is to saturated i think.
the different pieces should also match in terms of colorpallet.
model is looking quiet nice°
and several questions - maybe someone can help.
now everthing is pure udk - color correction and lens dirt effect!
i have a strange seam on the floor ... and it seems not to be an issue with the normal map.
anyway my normalmaps have a wrong vector so they are looking in a wrong direction so normally i would flip the r or g channel but the problem is inconsistent somtimes its right somtimes not. ... *edit its the green channel
and a udk question. how do material instances work!? i know i can copy them and they are refering to a parent material but what to do, to have an independent version of the material?
did you mean my scene?
I did hear from someobdy already that it's too saturated... hard to spot when you're so close to it. Thanks for the heads up (if was for me :P )
I'm still very much working on colour and on the lighting... just thought I'd see if anybody has any crits for me...
I'm pretty pleased with how the shadows have come out from the trees [particularly as I've never done foliage, nor have I ever taken a scene this far before]
learned a lot and had a lot of fun!
all foliage is udk.
screenshot direct from editor!
You can do this, by making the material itself, and using "scalar parameter" instead of constants, "vector parameter" instead of constant3 or 4, and "texturesampleparameter2D" instead of texturesample2D. So just use parameters. Then when you instance your material, and open that instance, you can change the values or the textures/this instance.
frmdbl - I loved your final images. Would you be able to show us some textures? What was your workflow? Did you sculpt in Zbrush?