ya what i thought, still a cool i idea, it kinda makes me want to make a vertex blend in maya, do multiple projections, paint seams out, than reProject to the main set.
Thats also not a bad idea.. however at that rate you lose the ability to use a tiling map which then might just make it easier to paint out the seams in mudbox.. or 3dcoat or something of that sort.
Thats also not a bad idea.. however at that rate you lose the ability to use a tiling map which then might just make it easier to paint out the seams in mudbox.. or 3dcoat or something of that sort.
ya i meant that for ditching seams on non tiling materials, it's a similar idea to how people make tiling materials in photoshop, just instead of masking a texture with a offset version of the texture, your are masking with vertex colour 2 uv sets.
some cases it would beat the clone brush in mudbox in other cases you might be better off cloneing over in mud.
Here is an update on the machine High Poly. I still have a little left to do in the middle, but the outer area is done. I will be making the lowpoly tomorrow and getting it in-game. Excited!!
Its built in one section and duplicated around the center bit 11 times. There should be enough in the scene to not even notice the repetition.
Any feedback is very much appreciated! Thanks!
I have to say that, that is the coolest hardsurface ive seen. the style of it is so interesting to look at. (the top image of the detail is my backround )
that hardsurface modeling for that machine is absolutely stunning and I love it. just hope the bake comes out right, otherwise it could be a nightmare. how do you plan on setting up the uv's on the low res?
@Lloydyy89 and TheRealFroman: Thanks!! Much appreciated! Glad you like it (:
@JustinSlick: That is awesome.. I think it may just do that.. or maybe it wont? Who knows? I don't. And thanks for the kind words! The LP is in progress right now.. I will probably get it in tomorrow. Had to do a bunch of random errands today
Really cool work! I can't wait to see where this goes. The only thing that bugs me are those long thin pieces on the outer ring (I'm not sure if they are straps or what) with all of those bolts. I think it's just having those long flat surfaces with so many bolts, looks a bit noisy and the shapes feel a bit weird compared to the other curved interesting parts you have.
@dtschultz: I kinda see what you mean. I wasn't necessarily planning on those shapes to be weird in contrast to the rest of the machine, but rather more like the infrastructure of the thing. The other parts have panels that cover the insides with exterior pipes, whereas that section is meant to show how chaotic the builders were when they were putting this thing together. I'll go ahead and keep that in mind for when it gets transferred to the LP and see if it does show up a bit too noisy. Maybe all it would need is a panel or 2 over a few of the sections to help dial down the detail. Thanks!
I got the Low-Poly for the outer rim in now. Seems to be working out pretty well. There is a bit of stretching on the UV's near the very top sections, but I am willing to take it and work with it. Took a bit to figure out exactly how I was going to do a few sections. What it ended up being was the low-poly is broken up into 4 sections that I baked it to. The main circle, support beam low, support beam top, and then the side pipes transitioning to the top support. Twas a pain in the ass but I managed to figure it out. The whole things tri-count is 3795 and is using 2 diffuse and 2 normal textures. I posted an example of the main circle normal.
I am going to be working on getting the middle of the machine in this week all moving and such.
Oh and I also messed around with the lights a bit and changed up a few rocks here and there. Then I messed with the water a bit and got it to reflect real-time as well as get a little bit of vert-painting on the edges for a neat surface-debris-type of effect.
Well, i can say, that it appears you did the uvs mostly how I thought you would (uv a section since it repeats). But I love it, and I'm surprised that there wasn't more distortion in the bakes. What did you use to do them? And how do you plan on doing the rest of the texture for this? I ask that because, it looks like its going to be quite tedious to do a lot of the fine tweaking in this texture.
Thanks luge.
I used xnormal for my bakes and did a little bit of cleanup afterwards in photoshop. I plan on making the colors for the pipes different from the main metal and will probably setup overlays in photoshop with masks to paint in the cracks, rust, and discoloration. The cavity map gives me a nice map to use for the bolts so that I can separate them out and tweak them. For the most part it shouldn't be too bad. The hard part is going to be focusing on the big shapes so that it doesn't look super noisy from far away.
Dat bake. So clean. Nice work man, can definitely appreciate the time and effort going into the HP and the LP bake. Keep it up! Definitely gotta bring the rest of the work and surrounding environment up to par now Jk, after seeing the current quality of work, I have no doubt it will all be quite amazing when you are finished
Sci fi. God do I love sci fi for that one reason. Spamming detail. It still boggles my mind that even though only a small part is made, and duplicated. the overall silhouette looks amazing. Gj guy keep it going.
@RailbladerX Thanks a ton! Glad I could boggle your mind! XD Sci-fi is just awesomely fun for that reason.
So here is an update to some of the textures. The piston/Pump thingy is what I'll be focusing on this week, but the main machine texture is pretty close to finished. The spec might still need some work (Never thought of how hard it would be to get the spec to read right on a concave cylindrical shape :poly122:) I feel like the colors might be over-contrasted, but I am unsure. Any input would be very helpful!
I agree that the colors might need to be desaturated just a hair. I also would work on the light bloom, if possible. It looks off-center. Perhaps push it closer to the edge of the model and then tone it down a bit.
@Alvordr Yea good call. I've been dabbling with the placement of the glowiness.
@Klash-120 Actually most of the texture is an irony type color. The lights are really pumping some serious reds and oranges into it though. Also the cubemap color as well. I think if I desaturate it a little bit and take the lights saturation down just a tad as well, the diffuse colors will pop more.
I actually really like the bronzy colors. A lot! But it's not too late to explore more possibilities to see which could really be the best.
It could even have some paint on it...?
I think for the closer objects I'll throw more paint on em. Good suggestion. I plan on adding a pipe kit so that I can really expand the vast pipes into the rest of the cave. As if it is just rooted with em.
Thanks!
looking really good! one thing that has happened though since you gave it color is that now it has extreme amount of detail in it, think it is because of the overall contrast and AO. My eyes try to grasp all the awesomeness so they jump around a lot when I look at it never really focusing on anything. sure it has the glowing circle in the middle but I still jump around looking at all the bits and pieces around it. this might be personal taste though so take it with a dash of salt keep it up! love watching this.
Thanks FozWroth! I definitely see your point. Not sure how to handle it at this point but I'll definitely keep that in mind!
Ok here is a minorish update. I did another pass of the textures for the rocks. Pulled back all of my color tinting in the shader and left it up to the texture instead. Messed around with the water more.. flow maps.. learning flow maps. Hurting my brain. Ow. Still messing with it. While doing so I reworked the rock formations quite a bit on the left and right side. Piling a bit more fun into it! Waterfalls.. Etc. Also Added some moving water on the rock texture using vert painting. Its nice to be pretty much done with the pipe script now.. which means I can 50% my free time to this scene and hopefully get it finished before the end of this year. Lastly I pulled out all of the other walkway stuff for now and will be getting it back in later. Enough wordness .. heres some pics and im going to bed. (:
crazy stuff, especially that high poly! What are you using to model? also mind sharing how you approached on creating your low poly? normal is so clean
Just looking at the last progress shots I took.. dammmn it was dark... So I went through and messed with the post a bit to boost it a bit more. I did bring some lighting back as well.
Also, I have finally decided what this machine is kinda. The scientists who have built a permanent laboratory (The new section that is being blocked out on the right) in the cave notice an abundance of plant-life around the lit areas of the cave. In the unlit sections are going to be glowy bits that illuminate sections of the cave beautifully (Kinda similar to glow-worm cave). Basically, somehow this machine is producing life that will be strange, but neat enough for people to study it. Lastly, I got the flow maps working ok for the water. (Still needs a final paint job but I am kind of sick of water at the moment.
Stalagmites and tites are still underway btw(I haven't forgotten... just still nailing out the other sections)
As usual comments and critiques are much appreciated!
I saw a neat image from halo 4 that stuck out to me for the direction I want to go with the lab.
I don't know why I never posted this, but here is where most of my inspiration came from for this machine. Not sure who did it, but man its awesome.
@Iciban The low poly was actually not that hard to do. I just had to step back and really focus on the simple and broad shapes. Here is a picture!
Basically, I went through and marked down the sections I wanted to actually see in the silouette. Then focused on the depth of the pipes just because of the angle in which you are viewing them. Most of the middle section is covered on the side view from the massive support structure which allowed me to get away with making it completely flat in alot of areas. Lastly, pay attention to the sections I chose to hard edge to minimize awful normal bending. There are a few weird bits left to paint out but ehh, for the most part you never see them. Lastly, I use maya to model. Thanks for your question!
Minor updates.
I don't know why I never posted this, but here is where most of my inspiration came from for this machine. Not sure who did it, but man its awesome.
Ooh, this is where my extensive internet trawling comes in handy.
That machine is the Large Hydron Collider
Its specifically this image here which has the following caption
Whoa Snap! Thanks for sharing shrogg! Never would have guessed it would be part of that! Makes it more awesome that its real. I've seen that collider before, just never seen that crazy image of the insides.
Replies
ya i meant that for ditching seams on non tiling materials, it's a similar idea to how people make tiling materials in photoshop, just instead of masking a texture with a offset version of the texture, your are masking with vertex colour 2 uv sets.
some cases it would beat the clone brush in mudbox in other cases you might be better off cloneing over in mud.
Its built in one section and duplicated around the center bit 11 times. There should be enough in the scene to not even notice the repetition.
Any feedback is very much appreciated! Thanks!
cant wait to see more! definitely subscribed.
@Luge and Josh Mount: I am not entirely sure what route I am gonna take, however when I figure it out I will share how I did it. (:
Oh my god. That looks amazing...:O
Wait.... what I meant to say was, that machine looks like it could tear a hole in the fabric of the universe.
Seriously though, that is absolutely jaw dropping. AMAZING. I can't wait to see how you handle the LP.
Seriously awesome
@JustinSlick: That is awesome.. I think it may just do that.. or maybe it wont? Who knows? I don't. And thanks for the kind words! The LP is in progress right now.. I will probably get it in tomorrow. Had to do a bunch of random errands today
@dtschultz: I kinda see what you mean. I wasn't necessarily planning on those shapes to be weird in contrast to the rest of the machine, but rather more like the infrastructure of the thing. The other parts have panels that cover the insides with exterior pipes, whereas that section is meant to show how chaotic the builders were when they were putting this thing together. I'll go ahead and keep that in mind for when it gets transferred to the LP and see if it does show up a bit too noisy. Maybe all it would need is a panel or 2 over a few of the sections to help dial down the detail. Thanks!
I am going to be working on getting the middle of the machine in this week all moving and such.
Oh and I also messed around with the lights a bit and changed up a few rocks here and there. Then I messed with the water a bit and got it to reflect real-time as well as get a little bit of vert-painting on the edges for a neat surface-debris-type of effect.
Closer shot.
Wireframe Wootsicles.
Main circle normal.
I used xnormal for my bakes and did a little bit of cleanup afterwards in photoshop. I plan on making the colors for the pipes different from the main metal and will probably setup overlays in photoshop with masks to paint in the cracks, rust, and discoloration. The cavity map gives me a nice map to use for the bolts so that I can separate them out and tweak them. For the most part it shouldn't be too bad. The hard part is going to be focusing on the big shapes so that it doesn't look super noisy from far away.
ps bake looks great. can`t wait to see more.
@alexdubbeat I took a look at those after you mentioned them and man.. they are crazy!
So here is an update to some of the textures. The piston/Pump thingy is what I'll be focusing on this week, but the main machine texture is pretty close to finished. The spec might still need some work (Never thought of how hard it would be to get the spec to read right on a concave cylindrical shape :poly122:) I feel like the colors might be over-contrasted, but I am unsure. Any input would be very helpful!
Thanks for the feedback peeps. Keep it coming!
@Alvordr Yea good call. I've been dabbling with the placement of the glowiness.
@Klash-120 Actually most of the texture is an irony type color. The lights are really pumping some serious reds and oranges into it though. Also the cubemap color as well. I think if I desaturate it a little bit and take the lights saturation down just a tad as well, the diffuse colors will pop more.
Thanks Again!
It could even have some paint on it...?
Thanks!
Ok here is a minorish update. I did another pass of the textures for the rocks. Pulled back all of my color tinting in the shader and left it up to the texture instead. Messed around with the water more.. flow maps.. learning flow maps. Hurting my brain. Ow. Still messing with it. While doing so I reworked the rock formations quite a bit on the left and right side. Piling a bit more fun into it! Waterfalls.. Etc. Also Added some moving water on the rock texture using vert painting. Its nice to be pretty much done with the pipe script now.. which means I can 50% my free time to this scene and hopefully get it finished before the end of this year. Lastly I pulled out all of the other walkway stuff for now and will be getting it back in later. Enough wordness .. heres some pics and im going to bed. (:
Probably too much fog.. oy
Hit me!
Just looking at the last progress shots I took.. dammmn it was dark... So I went through and messed with the post a bit to boost it a bit more. I did bring some lighting back as well.
Also, I have finally decided what this machine is kinda. The scientists who have built a permanent laboratory (The new section that is being blocked out on the right) in the cave notice an abundance of plant-life around the lit areas of the cave. In the unlit sections are going to be glowy bits that illuminate sections of the cave beautifully (Kinda similar to glow-worm cave). Basically, somehow this machine is producing life that will be strange, but neat enough for people to study it. Lastly, I got the flow maps working ok for the water. (Still needs a final paint job but I am kind of sick of water at the moment.
Stalagmites and tites are still underway btw(I haven't forgotten... just still nailing out the other sections)
As usual comments and critiques are much appreciated!
I saw a neat image from halo 4 that stuck out to me for the direction I want to go with the lab.
I don't know why I never posted this, but here is where most of my inspiration came from for this machine. Not sure who did it, but man its awesome.
@Iciban The low poly was actually not that hard to do. I just had to step back and really focus on the simple and broad shapes. Here is a picture!
Basically, I went through and marked down the sections I wanted to actually see in the silouette. Then focused on the depth of the pipes just because of the angle in which you are viewing them. Most of the middle section is covered on the side view from the massive support structure which allowed me to get away with making it completely flat in alot of areas. Lastly, pay attention to the sections I chose to hard edge to minimize awful normal bending. There are a few weird bits left to paint out but ehh, for the most part you never see them. Lastly, I use maya to model. Thanks for your question!
Ooh, this is where my extensive internet trawling comes in handy.
That machine is the Large Hydron Collider
Its specifically this image here which has the following caption
Source: http://www.boston.com/bigpicture/2009/11/large_hadron_collider_ready_to.html