Love them tables, wood looks spot on to me. Concept has the metal rings being much more shinny and more of a clean metal look though. None the less, I still love the wood...wait, that sounded wrong :P
Day 2! Not too much progress, but I sculpted the wooden part of the floor and made stools and containers. All textures are still placeholders, I want to get most of the scene modeled before I start any real texture work. Great work so far everyone!
Love them tables, wood looks spot on to me. Concept has the metal rings being much more shinny and more of a clean metal look though. None the less, I still love the wood...wait, that sounded wrong :P
They are very shiny! You just cant tell bc there's no specular reflections from that angle. Once i fill up the environment a bit i'll start adding more lights to subtly activate surfaces. I hope everyone likes the material I'm using. It's one that i worked on for a long time and it's a custom implementation of the Cook-Torrence shader
Didn't get as much as I'd want done, but I sculpted and did a test bake of my beams texture, and applied it to the beams and trim pieces around the environment.
You should increase the normals out a tiny bit more on those and see how it looks. I wanted to take on the floor first since it had some interesting cracks here and there. I created a tileable texture, and scuplted a couple of variations of cracks and chips. Then I hand painted it. Then went into UDK and created a shader that allowed me to vertex paint the normals. Im still tweaking the shader but this is the result so far. The floor mesh is only about 40 verts for the part that I am going to be using.
Dawars:
You could try and add some dust and dirt by using a low saturation beige colour with a soft brush at low opacity in photoshop. Dirt and signs of usage usually show up the most around edges and at places where things are bulging out. On a bottle, for example, most dirt would probably be around the bottom of the bottle, on the label and around the bend towards the neck.
I like the scratches on the plate, but when it comes to dirt and dust the same thing applies. This also works with scratches, the edges could probably use some scratches too to make it look old and "worn".
As for me, all i could do today was a bit of work on the bar textures. Never mind the corner piece you can see in the bottom right, thats a placeholder if there ever was one.
Here is my latest update. I just finished getting all that walls and floor in Unreal. I think I am going to redo the wood siding, but I want to get more in there first. There are some really nice interiors going on so far. looking forward to see everyone's progress.
Something I've noticed not many people are catching is that the table tops are not actually centered on the barrel. They're offset a bit to allow for legroom and make the tables more comfy
Been practicing my hand painted texture work. This is my first real attempt at it, I'm trying to get a good look on a single tile before I start working on the rest any feed back would be so helpful guys thank.
So hey, A friend of mine just sent me the link to this page earlier today. And I have never done one of these, so I was wanting to ask if it is still possible to get in on this. Or if it is too late to join in?
Kitbashed a bar together to get a better sense of scale with the geometry more refined. Speaking of scale it feels a bit low to me.
Did you simply sculpt in zbrush and then paint over the wood? I was wondering what different peoples approaches were on this in terms of hand painting..
Did you simply sculpt in zbrush and then paint over the wood? I was wondering what different peoples approaches were on this in terms of hand painting..
Well none of the textures are done yet, but I sculpt in zbrush, and then bake everything out in xNormal. Specifically Normal, AO, Height and most important for the hand painted look is the curvature map.
Right now, all of my textures are a solid base colour, and I just blend in the different maps on top. The curvature map highlights the edges, the height map gives a bit of variation since I offset different pieces of geometry and the AO and normal maps are self explanatory.
oh thanks,
But When you said "Also did a little experiment on creating bottles and things without using opacity" , I thought its 1 mesh without transparency.
Anyways, looking good
Hello everyone. I am new to this community. This is actually my first post. I am creating a new portfolio for a new job and I thought this would be a great opportunity to learn a few new things and possibly sharpen my skills. This is a rough block out of the scene. I think I am ready for texture work now. Hope to keep up with you guys! Everyone's work looks awesome so far! Keep it up! I will be experimenting with the udk engine this time.
oh thanks,
But When you said "Also did a little experiment on creating bottles and things without using opacity" , I thought its 1 mesh without transparency.
Anyways, looking good
Haven't had a whole heap of time to work on this but here's my progress. Shall hopefully get some more texturing done soon.
I just went through trying to find things to critique but everything is looking so good already. I especially like Azzamat's. Somedoggy, your materials look amazing.
I'm kind of curious to try out azzamat's glass bottle technique, I assume it's just flipping the normals on the bits you want to be transparent and using extra geometry to get the edges to show?
Great work so far, everybody. @AzzaMat: Great idea on the texture for the bottles. @GenericGoodGuy: I think you can make the ceiling higher. Considering that the barrel tables reach the waistline, a character jumping would hit their head on the ceiling.
I'm still working on my entry, just had issues getting the height right. Even now, the ceiling seems to be too high. I was trying to break the scene down in modular pieces but got really hung up on getting it as a multiple of 2, but that didn't work out as planned.
I don't have any textures in yet, just the normal map with some vector parameters to establish some color bases. I also need to fix the lightmaps on the window and the wall next to it.
So hey, A friend of mine just sent me the link to this page earlier today. And I have never done one of these, so I was wanting to ask if it is still possible to get in on this. Or if it is too late to join in?
It's still early. Just start and post . Make sure to read the rules on the first post for any other information like posting and stuff.
First time I've ever hand painted something. I started watching some guides and stuff but my attention span is rather small so I decided to jump in pretty much blind.
I know I'm almost halfway through this month but I wanted to jump on this one. I got a nice block out going with this and should tests out some materials tomorrow for posting.
Oh thanks, totally unexpected as this is my 1st time hand painted Env.
My workflow is quite simple, select base color, darker color for shadows, brighter color for highlights, hue shift... Nothing fancy...
(I know not very useful)
But here are some useful tuts, that I've been following, if you could grab them, Aces. https://www.3dmotive.com/f101801
and this http://www.polycount.com/forum/showthread.php?t=124494
First time I've ever hand painted something. I started watching some guides and stuff but my attention span is rather small so I decided to jump in pretty much blind.
I think it looks pretty cool! I like the warmness of the wood. The cracks might need a bit of love though.
Able to get some textures popped into place to see how they are.
Finding the offset wood might just need to be changed into basic planks I can reuse. i also need to get a bit more... hand painted look for the floor if I can.
Replies
quick update on my table!
Will move onto Zbrush for some assets now
You should increase the normals out a tiny bit more on those and see how it looks. I wanted to take on the floor first since it had some interesting cracks here and there. I created a tileable texture, and scuplted a couple of variations of cracks and chips. Then I hand painted it. Then went into UDK and created a shader that allowed me to vertex paint the normals. Im still tweaking the shader but this is the result so far. The floor mesh is only about 40 verts for the part that I am going to be using.
I remodelled and retextured these:
Any idea how to make them look more 'dirty'?
You could try and add some dust and dirt by using a low saturation beige colour with a soft brush at low opacity in photoshop. Dirt and signs of usage usually show up the most around edges and at places where things are bulging out. On a bottle, for example, most dirt would probably be around the bottom of the bottle, on the label and around the bend towards the neck.
I like the scratches on the plate, but when it comes to dirt and dust the same thing applies. This also works with scratches, the edges could probably use some scratches too to make it look old and "worn".
As for me, all i could do today was a bit of work on the bar textures. Never mind the corner piece you can see in the bottom right, thats a placeholder if there ever was one.
Shot from Unity.. from what ive got so far.
Did you simply sculpt in zbrush and then paint over the wood? I was wondering what different peoples approaches were on this in terms of hand painting..
Well none of the textures are done yet, but I sculpt in zbrush, and then bake everything out in xNormal. Specifically Normal, AO, Height and most important for the hand painted look is the curvature map.
Right now, all of my textures are a solid base colour, and I just blend in the different maps on top. The curvature map highlights the edges, the height map gives a bit of variation since I offset different pieces of geometry and the AO and normal maps are self explanatory.
Sure thing!
But When you said "Also did a little experiment on creating bottles and things without using opacity" , I thought its 1 mesh without transparency.
Anyways, looking good
It is one mesh without transparency.
Haven't had a whole heap of time to work on this but here's my progress. Shall hopefully get some more texturing done soon.
I just went through trying to find things to critique but everything is looking so good already. I especially like Azzamat's. Somedoggy, your materials look amazing.
I'm kind of curious to try out azzamat's glass bottle technique, I assume it's just flipping the normals on the bits you want to be transparent and using extra geometry to get the edges to show?
The main glass is a textured box with the normals flipped.
model a small band running down the the edge of each point of the glass to give the illusion that there is something there.
Fill the bottle with a spirit of your choice.
Add labels.
Bring into UDK. Give a strong sharp spec for the glass and liquid elements
Add reflection to the glass and liquid!
The same effect is applied to the cup but with the band modelled on the rim of the glass.
I'm starting to get distracted with other projects, it's hard to keep focused.
@AzzaMat: Great idea on the texture for the bottles.
@GenericGoodGuy: I think you can make the ceiling higher. Considering that the barrel tables reach the waistline, a character jumping would hit their head on the ceiling.
I'm still working on my entry, just had issues getting the height right. Even now, the ceiling seems to be too high. I was trying to break the scene down in modular pieces but got really hung up on getting it as a multiple of 2, but that didn't work out as planned.
I don't have any textures in yet, just the normal map with some vector parameters to establish some color bases. I also need to fix the lightmaps on the window and the wall next to it.
It's still early. Just start and post . Make sure to read the rules on the first post for any other information like posting and stuff.
Soon Start exporting and working the scene in Unity.
Wow that looks amazing! Any tips on your texturing workflow?!
My workflow is quite simple, select base color, darker color for shadows, brighter color for highlights, hue shift... Nothing fancy...
(I know not very useful)
But here are some useful tuts, that I've been following, if you could grab them, Aces.
https://www.3dmotive.com/f101801
and this
http://www.polycount.com/forum/showthread.php?t=124494
I think it looks pretty cool! I like the warmness of the wood. The cracks might need a bit of love though.
Finding the offset wood might just need to be changed into basic planks I can reuse. i also need to get a bit more... hand painted look for the floor if I can.