Here's where I'm at currently after an hour of blocking out the scene. I'm currently trying to find the perfect proportions and scale. I want it to be the hidden entrance of some assassin's guild, where it's obvious how to get in the first part, but not through the second, nor getting out of the area. I imported Epic's base male model to get a good scale when I import it to UDK to test it out.
Alright, this looks pretty good, I think I'll join this time. I'm a bit caught up in work and some other stuff at the moment but I after I finish that I should be free as a bird for the rest of the month.
Does anyone have any tutorials for UDK materials? I know how to import my meshes to UDK and create brushes and whatnot but I have no idea how to work with materials.
Alright, this looks pretty good, I think I'll join this time. I'm a bit caught up in work and some other stuff at the moment but I after I finish that I should be free as a bird for the rest of the month.
Does anyone have any tutorials for UDK materials? I know how to import my meshes to UDK and create brushes and whatnot but I have no idea how to work with materials.
3Dmotive got some good udk material tutorials only they aren't free
Does anyone have any tutorials for UDK materials? I know how to import my meshes to UDK and create brushes and whatnot but I have no idea how to work with materials.
Hey guys, I've blocked out my guardian lions and popped them into the scene to see how they look. I quite like them but I was wondering what you guys though?, they are quite different to the concept.
Mathew O I like those Lion statues the only thing is your going to need to keep that sort of art style consistent. So like the little person (statue) you might want to look for something that fits that sort of Chinese style I guess. Same goes for the design on the door. Chinese Zodiac maybe??
Hmmm I know what you guys mean, I guess I was hoping that once the arms were posed properly (Like in the concept) the statue would feel more like a monk than anything else but I don't know if it's coming across that way... Maybe I'll take a break from the more complex bit and start figuring out my modular pieces while I see what others to do with it.
Ok exams are done! ( at least I hope. I will know on monday if I'm free. If not I don't know if I will be able to finish it in a reasonable time frame ).
I started today. And thats what I got. Sculpts are rather early wips.
It's a modo render. I will probably use Unity for this one... I don't know if I can pull it off with Unity but I really like it. I though about making it hand painted. Here is a test I made :
I don't know if I can really finish it hand painted... I messed with handpainted stuff but I think I lack experience to finish whole scene in this style. Also I think I will try to make it golden not greenish like in concept. Not sure about this one too but For sure will mess with colour pallette.
Is it possible to add multiple textures to a single solid in cryengine? I might just model the floor out in max or model the tiled bricks by the water and make a plane then just overlap in cryengine, any tips?
Vertex painting, detail maps?
blends two textures to get your desired effect. Makes more maps however.
Yeah because who needs those UDKs and 3dsmaxs ( ok I still love max but it's just so retarded nowadays...). I hope you know what you doing using Unity... because I don't I know the basics and really like it but don't know how to achieve as good result as in UDK.
I know Unity really well from a scripting and prototyping standpoint. I'm not terribly strong with lighting and materials, but i'll figure it out.
I'm not actually using modo for this project. I'm using Maya (tsk tsk on me). I wanted to learn Modo really badly, but ultimately always found my modeling more efficient in Maya. Really, we should all use Blender to avoid paying any $$
EDIT: Blender, Gimp, Sculptris, Unity. That is what we should all be using.
My initial block-out in UDK.Overal i'm happy but still need alot of tweaking.
Btw first when i saw the concept i was thinking that the circle thing is door but now i think is more like place where is stored artefact or something...
Really excited to model this concept out. I hardly get away from modeling exterior environments. This is going to be great practice! I look forward to seeing everybody's work!
Nice work everyone, Mathew, looking badass already!!
Looking forward to getting going with the sculpting on this one, for now here's my vague plan; the rest is in my head Let me know if I you see something I've missed
Progress so far... Adding in the pillars right now. Added some randomness to the bricks. Also made it look out of alignment, and tilted due to its old nature.
Wall texture is there in place of something else for later.
Also decided to go with brick models for the whole floor rather then a tileable texture. I feel like that having a model instead of a texture gives me more control later on.
Also I feel like the concept is like the last challenge. The left side of the image and where the camera is shooting from looks like it should be a wall, but I guess you can interpret a image in many many ways.
tkfxity : Hey man welcome back , not much to say since is very early in the project , it does looks bigger than the concept bu I dont think its will be a problem , also nice one with offcamera wall been rocks, it will be good to add some debree to looks the wall colapsed.
Progress so far... Adding in the pillars right now. Added some randomness to the bricks. Also made it look out of alignment, and tilted due to its old nature.
Wall texture is there in place of something else for later.
Also decided to go with brick models for the whole floor rather then a tileable texture. I feel like that having a model instead of a texture gives me more control later on.
Also I feel like the concept is like the last challenge. The left side of the image and where the camera is shooting from looks like it should be a wall, but I guess you can interpret a image in many many ways.
Anyone got any feedback?
I think you should use a texture and not model out the bricks, you can model some bricks and have them extrude from the ground like in the right hand side of the picture.
Using POM would make the bricks stand out and its not necessary to model the bricks.
Looks like everyone is posting progress of their trims so I'll throw mine out there as well. Not sorted out a spec yet as I'm not 100% finished the diffuse right now. Crits if anyone's got any
Everyone so far ahead. =( Finally got mine up and running. Tried matching my camera in Maya as close as I can to the photo. I'll be using Unity for the game engine. Hopefully I'll be able to complete it within a month. Enjoying to see what everyone's doing.
So, I'm just about finished my blockout. I know what I'm going to make modular and what is going to be a single asset... I was trying to see how my floors and wall would tile, and for the trim on the ground I'm thinking of making 2-3 different textures for the same module and mixing it up between the 10 sections I need. I've also decided to leave out a couple of extra pillars that don't make any sense in relation to the scale of everything else, and on top of that I've sorta blocked out more of the outside of the concept art with stairs and rock and such! Let me know what you guys think
Calling it a night! Took your guys advice and took out the brick models and replaced it with a texture.
Been working on the part of the wall thats not in the concept almsot the whole day.
Remember guys, SAVE YOUR WORK OFTEN! I forgot to save before building my lighting and UDK crashed on me... blew balls, so I had to replace all the rocks.
Hello! I hope I'm not too late. I want to join this challenge. I'm not new to udk and 3ds max modeling, so I will do my best to finish the scene. The most hard part for me will be texturing the scene.
I have created a simple blockaut with udk meshes and simple long columns, that I made a long time ago. Next step for me will be creating new columns and door.
I am wondering how/we should do the floor tiles... should we sculpt 1 tileable mesh and duplicate that + vertex paint OR should we make 1 big mesh and use a tilable texture + vertex paint ?
Also thinking of making all the walls from 1 texture. First sculpt a tilable wall in zbrush, check for tileability in photoshop > texture > make several uber basic meshes for the walls to tile on in max.
Replies
Does anyone have any tutorials for UDK materials? I know how to import my meshes to UDK and create brushes and whatnot but I have no idea how to work with materials.
3Dmotive got some good udk material tutorials only they aren't free
I don't mind paying if it's for something that will help me get closer to my dream career (3d artist for a game developer) :P
http://download.udk.com/tutorials/using-udk/materials.zip
i'm in anyways
I spend way too much time painting the textures.. so slow
and I'm still not satisfied with it.
I started today. And thats what I got. Sculpts are rather early wips.
It's a modo render. I will probably use Unity for this one... I don't know if I can pull it off with Unity but I really like it. I though about making it hand painted. Here is a test I made :
I don't know if I can really finish it hand painted... I messed with handpainted stuff but I think I lack experience to finish whole scene in this style. Also I think I will try to make it golden not greenish like in concept. Not sure about this one too but For sure will mess with colour pallette.
Well here is my initial block-out going to get it in engine and see how things look.
Vertex painting, detail maps?
blends two textures to get your desired effect. Makes more maps however.
Just use smart interchangeable/tiling textures.
Those statues look awesome, its about time I learn how to do something similar.
Wall texture wip
Ok. So I won't be the only one using Unity
You use modo too? You and I could get along.
Anybody foresee any issue with me using Unity? I'm on a mac here and I'm pretty sure UDK isn't available on mac yet.
I'm not actually using modo for this project. I'm using Maya (tsk tsk on me). I wanted to learn Modo really badly, but ultimately always found my modeling more efficient in Maya. Really, we should all use Blender to avoid paying any $$
EDIT: Blender, Gimp, Sculptris, Unity. That is what we should all be using.
you get an award for most useful post. this is blowing my mind right now.
Btw first when i saw the concept i was thinking that the circle thing is door but now i think is more like place where is stored artefact or something...
I have a UV seam I cant seem to get rid of help me?
Looking forward to getting going with the sculpting on this one, for now here's my vague plan; the rest is in my head Let me know if I you see something I've missed
Also is that your final texture or just in progress?
As for your model since your gonna go back to work on it later , theres no much I can say that wont be too obvious, looks good just need more detail.
EDIT: with detail I mean more dirt in the edges and moss on the botom since its close to the water.
Or maybe i should not use it but say i did... Or the other way round.. Hmm
Wall texture is there in place of something else for later.
Also decided to go with brick models for the whole floor rather then a tileable texture. I feel like that having a model instead of a texture gives me more control later on.
Also I feel like the concept is like the last challenge. The left side of the image and where the camera is shooting from looks like it should be a wall, but I guess you can interpret a image in many many ways.
Anyone got any feedback?
good luck man.
I think you should use a texture and not model out the bricks, you can model some bricks and have them extrude from the ground like in the right hand side of the picture.
Using POM would make the bricks stand out and its not necessary to model the bricks.
Looks like everyone is posting progress of their trims so I'll throw mine out there as well. Not sorted out a spec yet as I'm not 100% finished the diffuse right now. Crits if anyone's got any
Yeah I just sculpted and baked one row and copied the rest and rotated it.
SCREENIES:
MODULARITY TEST:
Been working on the part of the wall thats not in the concept almsot the whole day.
Remember guys, SAVE YOUR WORK OFTEN! I forgot to save before building my lighting and UDK crashed on me... blew balls, so I had to replace all the rocks.
hehe no worries, you better one up me though so I have some competition on that part thus giving me motivation to make it good!
tkfxity - Nice, I'm really liking your rock wall, it's looking good man.
I have created a simple blockaut with udk meshes and simple long columns, that I made a long time ago. Next step for me will be creating new columns and door.
I am wondering how/we should do the floor tiles... should we sculpt 1 tileable mesh and duplicate that + vertex paint OR should we make 1 big mesh and use a tilable texture + vertex paint ?
Also thinking of making all the walls from 1 texture. First sculpt a tilable wall in zbrush, check for tileability in photoshop > texture > make several uber basic meshes for the walls to tile on in max.