And the bridge has nothing special, just a normal map.
Each plank is a seperate box/object (only made 1 then copied/rotated it, for texture space/re-use it for other things), so maybe that's why it's looking a bit more detailed in geometry then a single/Plane box with a normal map on it.
and thanks for the rock remark, good to know that I need to step it up on those
Little miscommunication there because of the displacement question, my bad
I don't know how helpfull this will be, since a lot of it was just experimentation,and trial and error, but this is how I did it:
-Sculpted a plank, just focusing on the edges, and some of the larger grain, and the more deep dents/cracks.
I don't like to add a lot of really fine detail in the sculpt.
if you google mudbox wood, the first link is a tutorial to sort of get started.
-For the texture I started off with solid colour, and painted in some colour variations by hand (using the AO/cavity map as guideline), building that up a bit, and a photosource to get some of the smaller things.
And then on top of that I started adding layers with solid colours and making use of the "Blend if" in photoshop.
This was probably the most important/visible part.
(for example to get a more greenish colour in the deeper areas, some lighter brown colour on the highest points), just subtle with most layers being a 10-15% opacity.
And in the end just some wear with some grunge brushes, but just very subtle.
and yes, the assets have spec maps on them, altough very basic, just a desaturated diffuse where I tweaked some layers to be stronger/softer.
Small update, but started on the water material, some small tweaks, and then I need to get some meshes/material to do the little waterfalls/cover up the straight angle.
And had a try at upping the saturation a bit on the main light.
and mostly finished the texture for the wood props, and fixed up most of them.
Hopefelly I'll have a bit of time to expand the material a bit with vertex painting, but since these are so small in the screenshot not to worried about it currently.
Tried to record a small movie, but for some reason UDK is doing every recording to fast (around x4 speed) and slowing down makes it to choppy, does anyone know what might be causing this? (udk recording to fast).
Replies
Anything in particular you find weird about that one?
Maybe if you want, try something like this:
http://1.bp.blogspot.com/-2M9tpayM5oc/UJ8GWaehENI/AAAAAAAAAFw/SYOZBhFcByU/s1600/rocks.jpg
http://2.bp.blogspot.com/-ff_bXqzngec/TVb5FtVEb9I/AAAAAAAAAOk/U-NBapsCxeE/s1600/Rock1.jpg
Can you tell, how you make that bridge? Is this displacement applied on the mesh?
And the bridge has nothing special, just a normal map.
Each plank is a seperate box/object (only made 1 then copied/rotated it, for texture space/re-use it for other things), so maybe that's why it's looking a bit more detailed in geometry then a single/Plane box with a normal map on it.
and thanks for the rock remark, good to know that I need to step it up on those
I don't know how helpfull this will be, since a lot of it was just experimentation,and trial and error, but this is how I did it:
-Sculpted a plank, just focusing on the edges, and some of the larger grain, and the more deep dents/cracks.
I don't like to add a lot of really fine detail in the sculpt.
if you google mudbox wood, the first link is a tutorial to sort of get started.
-For the texture I started off with solid colour, and painted in some colour variations by hand (using the AO/cavity map as guideline), building that up a bit, and a photosource to get some of the smaller things.
-Then I took a b/w image of wood grain like this:
http://cgtextures.com/texview.php?id=66709&PHPSESSID=59haaugovjd6d4891k9atgjpd7
And then on top of that I started adding layers with solid colours and making use of the "Blend if" in photoshop.
This was probably the most important/visible part.
(for example to get a more greenish colour in the deeper areas, some lighter brown colour on the highest points), just subtle with most layers being a 10-15% opacity.
And in the end just some wear with some grunge brushes, but just very subtle.
and yes, the assets have spec maps on them, altough very basic, just a desaturated diffuse where I tweaked some layers to be stronger/softer.
Small update, but started on the water material, some small tweaks, and then I need to get some meshes/material to do the little waterfalls/cover up the straight angle.
And had a try at upping the saturation a bit on the main light.
and mostly finished the texture for the wood props, and fixed up most of them.
Hopefelly I'll have a bit of time to expand the material a bit with vertex painting, but since these are so small in the screenshot not to worried about it currently.
Tried to record a small movie, but for some reason UDK is doing every recording to fast (around x4 speed) and slowing down makes it to choppy, does anyone know what might be causing this? (udk recording to fast).
[ame="http://www.youtube.com/watch?v=aMIIskTFrnI"]Test- YouTube[/ame]