Hey,
Just want to show my mech. I'm working on it in my freetime for a year now with big pauses. I decided to finish it finally...
For now I'm not very satisfied with the metal parts' shading... I have to figure out something. Any tip how to create nice metals in UDK?
It's rendered in UDK, using 2k Diffuse, 2k Normal, a 1k mix texture (spec,gloss,refl_mask) and 1816 tri.
Here is the highpoly what was used to bake:
Replies
i think you might need a better lighting setup for the textured one. cant see much there.
Well, yes, I need to improve some of my skills...
It's 1816 tri. For this I wanted to create as low as possible while still looks cool.
When I started this my goal was a mobile ready asset, just for fun. Well I guess a higher poly count game asset would have been better idea...
As there is no chance to change this at the current state of the project , there are still other things you can do to make the surface detail pop out a little more.
1. I suggest you get rid of the pixel camo pattern and dirt effects. At the moment these things are making it even harder to see the surface detail.
2. Now you should focus on defining the base materials and treat the surface details in such a way that the the whole mech reads well from close and from a distance. I like to imagine this stage as if asset was just recently produced. So no damaged or worn off areas, no dirt.
3. Find a color-scheme. When your detaisl and different materials are in palce you can focus on decals and stripes and play with different colors. At the moment your mech is very monochrome. Which isn't a bad thing in general but in this case I think the readability can be improved by some color variation, be it by using different materials or colored-stripes / decals. If you want yome camouflage now is the time to think about it. Which pattern suits best, which colors look great? Keep in mind the purpose of camouflage is to mask forms and details and the overall shape versus the background. So basicly the exact opposite of what an awesome looking asset needs to achieve. Form my experience trying different camou-patterns really helps. Different patterns work well on different assets. E.g.: Geometric and straight details on your surface don't go well with geometric and straight camo-patterns. Try something organic with larger shapes or geometric but large shapes without straight lines. Tahts a lesson I learned from the missile tank I did a while back.
4. If everything looks fine a reads well you can now add dirt and scratches. But don't overdo it in your diffuse. Oftentimes subtle dirt and damage that is mostly visible in your spec map is better.
I hope this helps. Your highpoly really looks nice. I'm curious how this will turn out in the end.
You're right, the higpoly originally didn't made for this lowpoly. The first lowpoly (under 1000 tri) was made for one of my friend's demoscene project which never finished. Then I decide to make a better lowpoly and make a mobile ready asset, just for fun, but the HPoly still not optimal for bake as you said.
Thanks for the tips... I have to take a deep breath before I redo things... again...
I made some changes on the textures and the material.
It looks solid but I think it lacks a sense of scale, some signs would really help the scale!
Also material definition could use some work this is in UDK right? Can I see your mat set up? Also flats!
I did collect lots of concept which inspire me, and combine the parts what I like. Also I came up with some parts and details.
I'll figure out some more sign to add, good idea.
And here is the current material: (nothing special so far, still learning this)
(in the mix texture: red: specular, green: glossyness, blue: reflection mask)
Also for presentation a black background is a big no no! Get like a medium gray with a gradient!
Nice work though!
-Stockwell
Good point. No more excuse for me then, I have to setup the background in UDK...
More tweaks on the metal shader. Cube map replaced by a simple environment map. I made it very blurry so it's looks cool on the metal parts.
So little changes in the end, looks like it doesn't even move...
try changing all the painted panel areas to a flat colour (keep the outline of teh paint with scratches but no dirt build up etc)than applying painting the dirt back in more gently and with more reason (IE exposed cockpit and other areas would be pretty clean while feet will not be)
i think this could help wioth the readability of the object and lighting
a strong rim and coloured bounce might also help pick out more shapes
Clean the diffuse texture little. The normal map was multiplied with 1,1,0.7 so it's little stronger now. Some tweak in the material too, but nothing big step.
I guess it's need a proper lighting, so I'll dig up some tutorial first for the technical stuff. It's Interpactor now, and don't know how to make a simple rim light without material tweak... In the case of static meshes the problem the same actually...
Something like this will be the final scene with the destroyed futuristic tank in the desert.
(XSI screenshots only for now)
Did you sculpt an of that or is that pure poly modeling?
Turntable
With an animator friend we finished the mech and now it's in the asset store if somebody interested:
https://www.assetstore.unity3d.com/en/#!/content/25929