Attempting to make a tileable worn/old painted brick texture today. As I am not that great at/dislike sculpting, the "sculpt" was created in photoshop using NDO and some painted masks. I realize the tiling is mad obvious, i'm not sure how much of the final wall material will be bitmap vs. vertex painting, so i'm just trying to get the "feel" of the material down currently
The number of dramatically different bricks is probably going to cause noticeable patterns even with small wall sections. It might be better to have a fairly uniform wall then use decals to break things up.
@ chrisavigni: Thanks! luthyn : Thanks, an no, no dDO, just good old fashioned photo sourcing and painting. I did use nDO pretty extensively for the brick walls.
@ DWalker / ShockInfinite / passerby : Thanks, and yeah I settled on the method of vertex painting. I have created two materials I'm gonna try vertex painting between:
Painted Wall:
Exposed brick:
I'm pretty happy with how the painted wall mat turned out, but not so much with the exposed brick, so if anyone has any suggestions on how to improve it, please go ahead. Just keep in mind it's gonna be a secondary material that will only show up on some places, so as long as it's not like, "sculpt the whole thing from scratch in zbrush"
I think the exposed bricks need to be less glossy. It would also look nice to get some noisy/grainy variation in there, the colours look a bit flat at the moment.
I think the exposed bricks need to be less glossy. It would also look nice to get some noisy/grainy variation in there, the colours look a bit flat at the moment.
Yup, I've actually re-donethe bare brick texture, it has a littel more roughness/variation now. I left a bit of spec on which technically isn't "correct" since there's no way bricks would have any spec unless it's like fresh clay, but it looks better that way I think. Let me know if you think this looks better:
And here is the final-ish vertexblend material in UDK. It interpolates b/w the painted and exposed brick as well as the painted brick and that black mold stuff you see in the concept art:
Got the basic "skeleton" done up in UDK, playing around with lighting! Does anyone know how to get rid of that dumb chromatic vignette UDK creates when 'playing' a level?
But is it just me or are the normals pointing the wrong direction in your normalmap as to how UDK renders them? They look correct in Marmoset but your shots from UDK looks a little weird. The light from above looks like it actually highlights the edge on the underside of the bricks so try and flip the green channel and see if that doesnt look better
But is it just me or are the normals pointing the wrong direction in your normalmap as to how UDK renders them? They look correct in Marmoset but your shots from UDK looks a little weird. The light from above looks like it actually highlights the edge on the underside of the bricks so try and flip the green channel and see if that doesnt look better
Haha good eye, thanks! I knew something was off about those bricks but couldn't put my finger on it. I knew I had to go around and flip the green channels for most of the materials, but I guess it didn't occur to me it had to be *all* of them lol
Here it is with the green channel on bricks flipped, pretty sure it looks more correct:
Imasho thanks, it's a pretty straightforward vertex blend material
beefaroni Yeah the current lighting probably isn't too impressive, I'm still trying to figure out how to light the level, whether I should go with lights that only come from the light sources in the scene or cheat and have lights shine on certain assets to emphasize them (Which I'm kind of already doing for the floor, I placed a bunch of point lights right above to create some highlights)
With the door i'd be careful about the directions of rust/scratches/wear and tear there are at least 9 elements next to each other that don't look unified; also be careful of over texturing your stuff.
It gets really busy when everything has hardcore rust/stains etc.
@ m4dcowyeah it's probably one of those things that can go one way or the other ie sticking to the concept and having it be too high, or having it in a more right place but diverging from concept, i would say i'd prob. rather stick to the concept (as that is the course of action that currently requires less effort on my part lol)
@ Dubzski not sure if I follow, what are the elements that don't look unified? I thought I was keeping it relatively 'clean' (for what is pretty grungy set/concept) But I guess I may have over-grunged it.
You're doing a pretty good job but I would go back and try to match the concept's mood and lighting. Also, there are more colors, grime, chipped paint that really pop on some of the metal in the concept that you are missing. The door is also more featured in the concept whereas in your render, its very hard to see at all. Basically, try to match the concept even closer. Those light spots in the concept also look nice and set a gritty mood. You're on the right track but I would work on those details more.
You're doing a pretty good job but I would go back and try to match the concept's mood and lighting. Also, there are more colors, grime, chipped paint that really pop on some of the metal in the concept that you are missing. The door is also more featured in the concept whereas in your render, its very hard to see at all. Basically, try to match the concept even closer. Those light spots in the concept also look nice and set a gritty mood. You're on the right track but I would work on those details more.
Agreed, I think a lot of it is just the shit lighting in my scene, which is something I'm still trying to work out, I've nevr really lit an environment before, like with the door thing I'm trying to find a way to illuminate it in a way that looks "natural" since the lighting that comes from light fixtures doesn't really hit the door at all (Thought i'm gonna try to take advantage of the emmisive light at the top of the door frame, maybe that will help make it more prominent)
As far as the metals, is there a specific asset(s) you're reffering to, or just pretty much everything?
really like the progress on this, lighting needs the most work at this point.
This.
As for tips, I say bring some of the contrast back in terms of lighting. Right now you have a lot of just scene based illumination, meaning nothing really has a shadow, and everything feels pretty flat. Add a focal point or two with spotlights or omni lights, bring some darker corners back, and just reduce the overall amount of baked lights down. Like I said already, you just have a lot of light in the scene, and this is supposed to be a storage/basement style room. Right it feels kinda like a dentist/doctor's office's lobby or something. Very "clean". Really make the spec work that you have done pop with a dynamic light casting an awesome shadow, and really make it feel as old and rusty as the props already in the scene.
Also, I feel you could definitely scale down the tiling on the ground texture. Right now the tiles feel huge, and kinda throw the immediate sense of scale out of whack.
As for tips, I say bring some of the contrast back in terms of lighting. Right now you have a lot of just scene based illumination, meaning nothing really has a shadow, and everything feels pretty flat. Add a focal point or two with spotlights or omni lights, bring some darker corners back, and just reduce the overall amount of baked lights down. Like I said already, you just have a lot of light in the scene, and this is supposed to be a storage/basement style room. Right it feels kinda like a dentist/doctor's office's lobby or something. Very "clean". Really make the spec work that you have done pop with a dynamic light casting an awesome shadow, and really make it feel as old and rusty as the props already in the scene.
Also, I feel you could definitely scale down the tiling on the ground texture. Right now the tiles feel huge, and kinda throw the immediate sense of scale out of whack.
Cool, thanks for the advice. I'm a total newb to lighting/UDK. So would you say it's more advisable to place my lights on the basis of where I want highlghts/spec to be prominent rather than trying to replicate how the light would come "naturally" in the scene (within reason of course, obviously no lighting shit from the bottom when you clearly have lights coming from the top, etc )
Oh yeah, and scene is lit with dynamic lights only (+lightmap shadows)
it's to take advantage of udk's dynamic spec
I might catch a lot of flak for this, since it's kind of a "Cheat" but.. I just can't stand the way UDK makes the spec/normals look when the lighting is fully baked.
Gonna do my next project in cryengine so I don't have to deal with that bullshit again.
Cool, thanks for the advice. I'm a total newb to lighting/UDK. So would you say it's more advisable to place my lights on the basis of where I want highlghts/spec to be prominent rather than trying to replicate how the light would come "naturally" in the scene (within reason of course, obviously no lighting shit from the bottom when you clearly have lights coming from the top, etc )
Oh yeah, and scene is lit with dynamic lights only (+lightmap shadows)
it's to take advantage of udk's dynamic spec
I might catch a lot of flak for this, since it's kind of a "Cheat" but.. I just can't stand the way UDK makes the spec/normals look when the lighting is fully baked.
Gonna do my next project in cryengine so I don't have to deal with that bullshit again.
I am the exact same way. I just do not enjoy UDK's lighting in general. Creates a lot more hassle than should be necessary, and I am just sick of baking lightmaps and such. That could possibly be because I am a lighter on last gen consoles right now at work, and all I do is work with lightmaps and old static style lights.
But yeah, I mean, make sure the lighting makes sense, but first and foremost is quality. I tend to have all of my primary lights come from a model or light source that makes sense, and then rim lighting and all other secondary lighting I sometimes BS. Since this is a port piece though, do not feel like you are under any sort of major budgets. Portfolio pieces are here to show what we can bring to a team, not how you can make content that matches what the studio has already released. Push the envelope.
I personally believe in lighting that has an obvious light source. Sorry if I repeated myself and was completely redundant during that rant, at work lol.
I am the exact same way. I just do not enjoy UDK's lighting in general. Creates a lot more hassle than should be necessary, and I am just sick of baking lightmaps and such. That could possibly be because I am a lighter on last gen consoles right now at work, and all I do is work with lightmaps and old static style lights.
But yeah, I mean, make sure the lighting makes sense, but first and foremost is quality. I tend to have all of my primary lights come from a model or light source that makes sense, and then rim lighting and all other secondary lighting I sometimes BS. Since this is a port piece though, do not feel like you are under any sort of major budgets. Portfolio pieces are here to show what we can bring to a team, not how you can make content that matches what the studio has already released. Push the envelope.
I personally believe in lighting that has an obvious light source. Sorry if I repeated myself and was completely redundant during that rant, at work lol.
Yeah currently I just have the most generic lighting possible, just point light coming from each light fixture. I tried doing some 'specialized' lighting to bring out the spec on the locker and the fire extinguisher but since no one seems to have noticed it probably didn't work out so well.
I just wanted to gather as much lighting tips as possible before going ahead and tackling the lighting in a serious way, so that's gonna be my next major step.
I say as a start, dial in your main light fixture's outer FOV and bringing the inner FOV or radius out to give it a slightly harder fall off, as well as bringing up intensity. It will help with spec that the light is hitting, give a harsher look while bringing some darker areas back to the scene, as well as give it less of a diffused look. Maybe experiment with a flickering or broken middle light or a light that is broken to make the lighting and scene a focal point and some story. It is perfectly fine to stray away from the concept in the name of creating something awesome Just some thoughts I am throwing around. Really comes down to what you like and think looks good.
I say as a start, dial in your main light fixture's outer FOV and bringing the inner FOV or radius out to give it a slightly harder fall off, as well as bringing up intensity. It will help with spec that the light is hitting, give a harsher look while bringing some darker areas back to the scene, as well as give it less of a diffused look. Maybe experiment with a flickering or broken middle light or a light that is broken to make the lighting and scene a focal point and some story. It is perfectly fine to stray away from the concept in the name of creating something awesome Just some thoughts I am throwing around. Really comes down to what you like and think looks good.
Will do! Well I dunno about the flickering light thing since I doubt I'm gonna make a video for the scene, but I will definitely play with the falloff/attenuation of the lighting
Can I ask how you did the textures on the beams, they look really nice?
Could you post a pic of the texture maybe and what size they are?
Only feedback I have atm is that the concept seems warmer then your scene, possibly try making the lights more yellow in colour, though I know your changing the lighting anyway.
Can I ask how you did the textures on the beams, they look really nice?
Could you post a pic of the texture maybe and what size they are?
Only feedback I have atm is that the concept seems warmer then your scene, possibly try making the lights more yellow in colour, though I know your changing the lighting anyway.
Nice work!
Thanks for the feedback, and yeah definitely gonna work on those lights
Here's the flats for the things. In my scene they're 2kX1k probably overkill but whatever, its a portfolio piece not a console game, scaled them down here.
As far as process or how I made them, nothing special really, just piling on photo source textures and painting some dirt in where required... I used nDo to add certain texture layers to my baked normals, when this is done sparingly and in a subtle way it can help add an extra dimension of depth and realism to your textures (well in some cases at least).
I could have planed the modularity way better for these and probably would have had to texture less stuff, but whatever, live and learn
Cool so I made the light a little bit warmer, as well as tried to accentuate the light/dark contrast in the lighting, wondering if it's looking any better lighting-wise. Prior version for comparison: http://www.thesnakepictures.com/stanfork/hallway.jpg
And another lighting iteration, I dialed down the yellows in the wall texture by a lot since the warmer lighting was making them look too urine-colored so i had to compensate for that, think it looks better/close to the concept now.
Well I guess I'm pretty much ready to call it done, though wouldnt you know the exact day I finished is the day UE4 'drops' which is pretty annoying haha.. By the way, does anyone know if there's a free version of it similar to UDK?
Anyways, Here's the ostensibly finished version, any final critiques/tips would be nice
By the way, does anyone know if there's a free version of it similar to UDK?
No, you have to purchase it, though you can continue using it after cancelling your subscription, and you get free updates for as long as your subscription lasts (ie, the rest of the month that you payed for).
Replies
The ceiling stuff is great.
luthyn : Thanks, an no, no dDO, just good old fashioned photo sourcing and painting. I did use nDO pretty extensively for the brick walls.
@ DWalker / ShockInfinite / passerby : Thanks, and yeah I settled on the method of vertex painting. I have created two materials I'm gonna try vertex painting between:
Painted Wall:
Exposed brick:
I'm pretty happy with how the painted wall mat turned out, but not so much with the exposed brick, so if anyone has any suggestions on how to improve it, please go ahead. Just keep in mind it's gonna be a secondary material that will only show up on some places, so as long as it's not like, "sculpt the whole thing from scratch in zbrush"
Yup, I've actually re-donethe bare brick texture, it has a littel more roughness/variation now. I left a bit of spec on which technically isn't "correct" since there's no way bricks would have any spec unless it's like fresh clay, but it looks better that way I think. Let me know if you think this looks better:
Mr Bear- thanks. env shot coming next, basically once all the primary assets (wall, ceiling, floor, beams, door) are done
Also, I made the VB material a bit better/closer to the concept, now I'm gonna move on to other stuff.
Closeup of beams/upper wall in marmo:
(Unfinished) Concrete floor:
But is it just me or are the normals pointing the wrong direction in your normalmap as to how UDK renders them? They look correct in Marmoset but your shots from UDK looks a little weird. The light from above looks like it actually highlights the edge on the underside of the bricks so try and flip the green channel and see if that doesnt look better
Haha good eye, thanks! I knew something was off about those bricks but couldn't put my finger on it. I knew I had to go around and flip the green channels for most of the materials, but I guess it didn't occur to me it had to be *all* of them lol
Here it is with the green channel on bricks flipped, pretty sure it looks more correct:
beefaroni Yeah the current lighting probably isn't too impressive, I'm still trying to figure out how to light the level, whether I should go with lights that only come from the light sources in the scene or cheat and have lights shine on certain assets to emphasize them (Which I'm kind of already doing for the floor, I placed a bunch of point lights right above to create some highlights)
I pretty much know nothing about lighting a level
[y/n]?
It gets really busy when everything has hardcore rust/stains etc.
@ chrisavigni thanks!
@ Dubzski not sure if I follow, what are the elements that don't look unified? I thought I was keeping it relatively 'clean' (for what is pretty grungy set/concept) But I guess I may have over-grunged it.
And a fire extinguisher, cause why not
Agreed, I think a lot of it is just the shit lighting in my scene, which is something I'm still trying to work out, I've nevr really lit an environment before, like with the door thing I'm trying to find a way to illuminate it in a way that looks "natural" since the lighting that comes from light fixtures doesn't really hit the door at all (Thought i'm gonna try to take advantage of the emmisive light at the top of the door frame, maybe that will help make it more prominent)
As far as the metals, is there a specific asset(s) you're reffering to, or just pretty much everything?
Thanks for critiquing!
thanks, any tips as far as lighting goes?
This.
As for tips, I say bring some of the contrast back in terms of lighting. Right now you have a lot of just scene based illumination, meaning nothing really has a shadow, and everything feels pretty flat. Add a focal point or two with spotlights or omni lights, bring some darker corners back, and just reduce the overall amount of baked lights down. Like I said already, you just have a lot of light in the scene, and this is supposed to be a storage/basement style room. Right it feels kinda like a dentist/doctor's office's lobby or something. Very "clean". Really make the spec work that you have done pop with a dynamic light casting an awesome shadow, and really make it feel as old and rusty as the props already in the scene.
Also, I feel you could definitely scale down the tiling on the ground texture. Right now the tiles feel huge, and kinda throw the immediate sense of scale out of whack.
Cool, thanks for the advice. I'm a total newb to lighting/UDK. So would you say it's more advisable to place my lights on the basis of where I want highlghts/spec to be prominent rather than trying to replicate how the light would come "naturally" in the scene (within reason of course, obviously no lighting shit from the bottom when you clearly have lights coming from the top, etc )
Oh yeah, and scene is lit with dynamic lights only (+lightmap shadows)
it's to take advantage of udk's dynamic spec
I might catch a lot of flak for this, since it's kind of a "Cheat" but.. I just can't stand the way UDK makes the spec/normals look when the lighting is fully baked.
Gonna do my next project in cryengine so I don't have to deal with that bullshit again.
I am the exact same way. I just do not enjoy UDK's lighting in general. Creates a lot more hassle than should be necessary, and I am just sick of baking lightmaps and such. That could possibly be because I am a lighter on last gen consoles right now at work, and all I do is work with lightmaps and old static style lights.
But yeah, I mean, make sure the lighting makes sense, but first and foremost is quality. I tend to have all of my primary lights come from a model or light source that makes sense, and then rim lighting and all other secondary lighting I sometimes BS. Since this is a port piece though, do not feel like you are under any sort of major budgets. Portfolio pieces are here to show what we can bring to a team, not how you can make content that matches what the studio has already released. Push the envelope.
I personally believe in lighting that has an obvious light source. Sorry if I repeated myself and was completely redundant during that rant, at work lol.
Yeah currently I just have the most generic lighting possible, just point light coming from each light fixture. I tried doing some 'specialized' lighting to bring out the spec on the locker and the fire extinguisher but since no one seems to have noticed it probably didn't work out so well.
I just wanted to gather as much lighting tips as possible before going ahead and tackling the lighting in a serious way, so that's gonna be my next major step.
Will do! Well I dunno about the flickering light thing since I doubt I'm gonna make a video for the scene, but I will definitely play with the falloff/attenuation of the lighting
Could you post a pic of the texture maybe and what size they are?
Only feedback I have atm is that the concept seems warmer then your scene, possibly try making the lights more yellow in colour, though I know your changing the lighting anyway.
Nice work!
Thanks for the feedback, and yeah definitely gonna work on those lights
Here's the flats for the things. In my scene they're 2kX1k probably overkill but whatever, its a portfolio piece not a console game, scaled them down here.
As far as process or how I made them, nothing special really, just piling on photo source textures and painting some dirt in where required... I used nDo to add certain texture layers to my baked normals, when this is done sparingly and in a subtle way it can help add an extra dimension of depth and realism to your textures (well in some cases at least).
I could have planed the modularity way better for these and probably would have had to texture less stuff, but whatever, live and learn
Anyways, Here's the ostensibly finished version, any final critiques/tips would be nice
No, you have to purchase it, though you can continue using it after cancelling your subscription, and you get free updates for as long as your subscription lasts (ie, the rest of the month that you payed for).