Things done today:
Added plants
Added a rug
Added Decals
Updated Bricks with cracks
Changed wall texture
Played around with sculptris
Had delicious BBQ
Im still trying to decide what to put in the center of the pool. I want to put something more unique then a statue, but I just can't figure out what could work.
R0gue3: My humble advice is to not get caught up with size and proportions. Don't over complicate things. Stick to the reference where you can, but all the time you spend messing with size, could be time you put into your assets. As long as the size of the room is roughly similar, as well as the assets, and general placements, you'll be fine. Don't go crazy tweaking proportions; instead make great art!
When/if an art director looks at your piece he/she isn't going to judge how closely you stuck to the concept you chose for it- he/she couldn't care less. He/she is going to look at how your piece works in-and-of itself.
My 2 cents
Edit: What I've been seeing from peoples renditions so far is not enough depth. everything looks too squished together. You want some breathing room. Some room to roam. Something that is going to make it look appealing and not like an enclosed clostrophobic box. My advice is to push that depth a bit. Give your assets some room to spread their elbows so-to-speak
Edit2: Last advice before bed. Don't let the concept be an excuse for poor art or poor art direction. Don't just "stick" to the concept art- Transform it! Put your personal touch to it! Make it better!
Edit2: Last advice before bed. Don't let the concept be an excuse for poor art or poor art direction. Don't just "stick" to the concept art- Transform it! Put your personal touch to it! Make it better!
I agree 110%! Use the concept as a guideline, not as a rulebook!
geez, its day 4 and you guys have this much done!? I'm not even sure how to block it out properly, but better to try than stand by and watch other ppl grow; so here's my colour breakdown...
edit:is the picture showing up now; I'm sharing it via Dropbox. If not I inserted the actual link below, hopefully that I can do right...
Might be a good idea to post the concept artist's name in the start of the thread Only polite to do so really Sorry if its there and I've missed it! Good luck everyone.
Things done today:
Added plants
Added a rug
Added Decals
Updated Bricks with cracks
Changed wall texture
Played around with sculptris
Had delicious BBQ
Im still trying to decide what to put in the center of the pool. I want to put something more unique then a statue, but I just can't figure out what could work.
Woah lots of progress, I would take a look at your paving slabs as they look too much like clean patio slabs throw in some subtle overlays, splotches of moss roughly the same colour as the plants, cracks and minor colour variations to make them more 'grounded' with the surrounding scene these ones look like they are pretty much new and were immediately broken up. Plus I know its a wip but the tiling texture on the right of the second image really draws the eye
Might be a good idea to post the concept artist's name in the start of the thread Only polite to do so really Sorry if its there and I've missed it! Good luck everyone.
Good idea, someone posted on his blog to let him know about the thread though so he may even be watching right now! :shifty:
KharnThat was an unintentional pun but I'll take it I think most people are doing what they feel fits the concept so expand upon the original all you like.
So finally I've managed to get home after spending the weekend away and I can see that people have wasted no time in getting going with this challenge.
Bit nervous [not sure if the right word ?] as this is my first time doing this, so very much a noob; but I'm all up for challenging myself and hopefully learn plenty.
Anyway here's my concept breakdown - colour coded to represent what will be mesh and what will be texture, including a 'list' of assets which need to be modelled
and here is my blockout I've done quickly to get me started:
Comment/Crits/advice always welcome... that's what I'm here for
skeletal_raven_arts : you may want to have an actor or character to scaled right you scene , if you are planning on using udk you can export a model by going into the browser editor.
Woah lots of progress, I would take a look at your paving slabs as they look too much like clean patio slabs throw in some subtle overlays, splotches of moss roughly the same colour as the plants, cracks and minor colour variations to make them more 'grounded' with the surrounding scene these ones look like they are pretty much new and were immediately broken up. Plus I know its a wip but the tiling texture on the right of the second image really draws the eye
Thanks for your feedback, I will be revisting the slabs soon. I have been eyeing them as ive worked on other things and really dont like the way the texture turned out.
Also are you talking about the tiling texture on the floor?
Esselle : Its only a small comment but the model seems to have some weird smoothing groups problems , as for the normal map its not showing that well, may need to reimport the texture be sure to have selected the invert green channel option.
If you have UDK you can go to the editor browser look for an actor and export it as an OBJ.
Been busy the past week, so about to get started on something tonight. I've been trying to export a character from the udk but it says this when i right click it in the content browser:
Any ideas? I'm a total noob at udk, so i'm not even sure if this is the right mesh I should be exporting
EDIT- nvm, i fixed it. I went to file>export>selected on the character and it did it
Thanks for your feedback, I will be revisting the slabs soon. I have been eyeing them as ive worked on other things and really dont like the way the texture turned out.
Also are you talking about the tiling texture on the floor?
Yes the tiling soil texture on the right of the image just drew my eye I think as its a bit more noisier than the surroundings once you revisit the slabs the problem should disappear : )
Well folks, what am I doing wrong here? Tring to learn about Normal maps but I cant seem to figure out why the top portion of my model is not being part of my normal map. My steps were first creat a low_poly model of the wall. Second I made sure to model in some Control edges in order to export it into zbrush. 3rd model a high poly version with all its details. 4th open XNormal and import both High and Low poly meshes and render out a 1024x1024 normal. So why is the top part of the model not part of my Normal map? Thanks for your feedback.
EddieG, did you unwrap the UV's on your low poly model? If not, you need to so that xNormal knows where to draw when you render your maps. Otherwise it's just going to render based on whatever uv's your object has by default.
uberphoenix : Now Im not so sure considering you been having so much trouble, usually you just double click the mesh there is an option to export in diferent files obj,asc, fbx, etc., that how I exported some meshes to scale my scene.
Pretty happy with my layout of everything, but I haven't set up a good camera yet. The FOV of the pool seems to be about 70, but for the placement of other elements in the world space it appears much lower.
uberphoenix : Now Im not so sure considering you been having so much trouble, usually you just double click the mesh there is an option to export in diferent files obj,asc, fbx, etc., that how I exported some meshes to scale my scene.
Here is the one im trying to export as obj and import to max
You've seen before what i get when i try to "export to file" by right clicking it.
I've placed the mesh in the scene in udk, and selected it then went to file>export that way but max says there is nothing in the obj file.
EDIT: I'm gonna use this texture for some other part, not the floor.
Okay guys, I tried a different workflow for this texture since it's my first time doing an actual normal mapped texture thats tiled. My first attempt was really bad, I didn't even bake it. Sorry if I'm not up to par with some of you guys, this is my first time doing this stuff after doing low poly spec stuff for an indie game for like 8 months. I love seeing the progress of everyone, it's really motivating me!
Anyways...
So here's my sculpt (2 bricks sculpted and put in an array and rotated for variation + grout was added along with angular and height variation before bake):
And heres my baked out norm, spec, and diffuse on my modular
floor planes (150x150 units):
Oh wow guys this is amazing, and what an awesome and inspiring thread! I just glimpsed at last month's and I was awed!!! I just started a new environment, so I do not want get get distracted, but count me in for NEXT MONTH'S contest!! I will follow this thread closely too. Its mind blowing seeing how you guys doing this work
uberphoenix : So I asked I few people that know better UDK , and aparantly I screwed up badly , those cant exported becuuse cooked packeges , wich is weird considering most of the meshes can be exported , I really feel bad for gaving miss information I do have an obj. of the ironguard is there a way I can post the file or send it to you.
So, I lazily searched and was unable to find an answer so maybe you guys can help. I like building in pieces in Maya: Is there a way to export them as a group or what have you and then import them to UDK while keeping the information there so when you drop it from content browser it's still assembled?
R0gu3: Part of what makes UDK awesome is that you can build with modular pieces which involves importing the pieces of your level and then assembling them into the building or structure or whatever it is that you are building. It is also less taxing on the system since UDK can instance these objects when you duplicate them in the map. If you really want to import your entire structure as a group you can combine the mesh in Maya and then export it and import into UDK. Or you can keep everything separate meshes, select everything you want to export and export, and then when you import there should be a check box that says something like "combine meshes into one object". I don't have UDK installed on this computer so I can't tell you what it says exactly lol. This way you can keep the meshes seperate in Maya but when you import them into UDK they are combined into on statis mesh. But like I said before, the most efficient way would be to export all of your modular meshes and build them together in UDK
@ Toafer: Ah yeah, that's what I figured, I just wasn't sure if there was a way to bring in the modular pieces in the same layout as in maya IE I have my floor main, and my floor trim and the pool laid out and aligned in maya and want to ring to UDK while still holding where they're supposed to be but it looks like i gotta reassemble so to speak once it's in UDK
Some more progress.. I know the contrast is horrible.. well, first time hand painting an environment. And I hate the small floor tiles, will probably re-paint them.
Replies
Added plants
Added a rug
Added Decals
Updated Bricks with cracks
Changed wall texture
Played around with sculptris
Had delicious BBQ
Im still trying to decide what to put in the center of the pool. I want to put something more unique then a statue, but I just can't figure out what could work.
When/if an art director looks at your piece he/she isn't going to judge how closely you stuck to the concept you chose for it- he/she couldn't care less. He/she is going to look at how your piece works in-and-of itself.
My 2 cents
Edit: What I've been seeing from peoples renditions so far is not enough depth. everything looks too squished together. You want some breathing room. Some room to roam. Something that is going to make it look appealing and not like an enclosed clostrophobic box. My advice is to push that depth a bit. Give your assets some room to spread their elbows so-to-speak
Edit2: Last advice before bed. Don't let the concept be an excuse for poor art or poor art direction. Don't just "stick" to the concept art- Transform it! Put your personal touch to it! Make it better!
I agree 110%! Use the concept as a guideline, not as a rulebook!
edit: is the picture showing up now; I'm sharing it via Dropbox. If not I inserted the actual link below, hopefully that I can do right...
https://www.dropbox.com/s/ckmmx59gy4h0gur/colour_breakdown.png
My first preview in UDK:
Woah lots of progress, I would take a look at your paving slabs as they look too much like clean patio slabs throw in some subtle overlays, splotches of moss roughly the same colour as the plants, cracks and minor colour variations to make them more 'grounded' with the surrounding scene these ones look like they are pretty much new and were immediately broken up. Plus I know its a wip but the tiling texture on the right of the second image really draws the eye
Good idea, someone posted on his blog to let him know about the thread though so he may even be watching right now! :shifty:
Anyways how free are we with the styel of the temple ? the concept is quite vague, with just plain walls and pillars etc.
Bit nervous [not sure if the right word ?] as this is my first time doing this, so very much a noob; but I'm all up for challenging myself and hopefully learn plenty.
Anyway here's my concept breakdown - colour coded to represent what will be mesh and what will be texture, including a 'list' of assets which need to be modelled
and here is my blockout I've done quickly to get me started:
Comment/Crits/advice always welcome... that's what I'm here for
Anyway i guess that a bit of "customization" may be good
Anyway what's a square bit? the base? :poly122: Maybe in that case the wrong is the awful normal map
think that should work if not PM me
Thanks for your feedback, I will be revisting the slabs soon. I have been eyeing them as ive worked on other things and really dont like the way the texture turned out.
Also are you talking about the tiling texture on the floor?
I've been refreshing this thread for almost the entire day and I still missed it. Darn!
BTW: It worked ..
I've updated the link to the hangout if anyone is interested
https://plus.google.com/hangouts/_/9cee45d9e35581a6f3795c6d3616e91e1e8e07e7?authuser=0&hl=en
Been busy the past week, so about to get started on something tonight. I've been trying to export a character from the udk but it says this when i right click it in the content browser:
Any ideas? I'm a total noob at udk, so i'm not even sure if this is the right mesh I should be exporting
EDIT- nvm, i fixed it. I went to file>export>selected on the character and it did it
Yes the tiling soil texture on the right of the image just drew my eye I think as its a bit more noisier than the surroundings once you revisit the slabs the problem should disappear : )
Edit: The "official" angle
Looks like a gigantic radioactive pill.
Outstanding work so far people!!
Ok, once I try to import the obj into max it tells me there is nothing to import? the obj is 1kb big...not sure what i am doing wrong.
Thanks @Moonshank for the tiling in one direction tip.
Pretty happy with my layout of everything, but I haven't set up a good camera yet. The FOV of the pool seems to be about 70, but for the placement of other elements in the world space it appears much lower.
Here is the one im trying to export as obj and import to max
You've seen before what i get when i try to "export to file" by right clicking it.
I've placed the mesh in the scene in udk, and selected it then went to file>export that way but max says there is nothing in the obj file.
am i looking in the wrong place for models?
Okay guys, I tried a different workflow for this texture since it's my first time doing an actual normal mapped texture thats tiled. My first attempt was really bad, I didn't even bake it. Sorry if I'm not up to par with some of you guys, this is my first time doing this stuff after doing low poly spec stuff for an indie game for like 8 months. I love seeing the progress of everyone, it's really motivating me!
Anyways...
So here's my sculpt (2 bricks sculpted and put in an array and rotated for variation + grout was added along with angular and height variation before bake):
And heres my baked out norm, spec, and diffuse on my modular
floor planes (150x150 units):
Again sorry.