I set up Mayas grid to match what UDK using...which resulted in me having to zoom way the hell out and now im camera pivots at a really tight angle. How do you adjust that?
I've had similar problems before and I'm not really sure why this happens but it seems to be as and when Maya feels like it. Some things you can try:
-Check the up axis in preferences>settings, it may have changed, or need changing.
-Create a new perspective camera and then select predefined bookmarks>perspective from one of the viewport options.
-If it still persists, export your stuff and bring it in to a new scene.
If you're unsure about grid units etc, Here's what I use:
-Length and width:1024
-Grid lines every:256
-Subdivisions:16
Im getting ready to uv map and import stuff into UDK. How do you go about uv mapping for a scene like this? Do you put parts on the same UV or keep them all separate seeing as how they are modular?
You will want to make the scene as modular as popular, because it is basically the same things tiled 3 to 4 times. If something isn't taking up the whole UV map, you can put 2 or more meshes on the same UV map (basically put one mesh on on half, put the other mesh on the other half, combine them together when baking, etc). I would only do that for meshes that will use the same material, don't put a plant and an emissive light on the same UV layout.
Shitty render is shitty! but I'm comfortably accurate I think. Just wanted to get the modular pieces as accurate as I could before moving forwards. I'm not going to worry about blocking out the smaller bits.
@Surfur your player model scale is a bit too large, those blue box monitors are the right look like they should be face high, so that right lowered ceiling area should be about 2 people or 12ft high.
I would avoid laying a piece at a 45 degree diagonal, it will be harder to texture and you may get weird anti-aliasing and artifacts. I would also make UV splits and hard edges on edges that are near or over 90 degree angles. What is your target engine?
Right now the uvs are pretty crappy so it isn't lightmapped. The upper wall section is made of a plane that I warped in Blender. Since it's a plane the normals don't seem to be interacting with the directional light (circled in red). Is there a setting that I can change or do I have to add a second plane with inverted normals?
With UDK, I find it best to use solid meshes (no open edges) when building a modular environment. There is a material option in UDK to make a mesh double sided, but I do not know if that effects lightmaps.
I would avoid laying a piece at a 45 degree diagonal, it will be harder to texture and you may get weird anti-aliasing and artifacts. I would also make UV splits and hard edges on edges that are near or over 90 degree angles. What is your target engine?
I'm going to be using UDK. So on the 90 degree pieces, just chop those off and lay them out separately you're saying?
Yup, in Maya give them a hard edge, and make it a seperate uv island. I forgot to mention, you should plan ahead on what models are going to use tiling textures. You will have to model those differently. Anything that uses unique uv maps (not tiling or mirrored) can use basically the same uv's for the light map, but you might have to add extra padding.
You can also use purely dynamic lighting in UDK which I usually use as light maps can cause some weird problems. Its more taxing but from my experience it's not a massive degrade in performance.
You can also use purely dynamic lighting in UDK which I usually use as light maps can cause some weird problems. Its more taxing but from my experience it's not a massive degrade in performance.
Very true, plus, isn't this for screenshots, not gameplay?
I got some of my basic blockout down, I think I'm going to double check my porportions and a few things and plan out my scene some more then move into making the real thing, I felt like this was in space due to the white stuff outside the window plus i think that's cool, it prolly isnt considering the plants growing inside but i still want to incorporate them into the scene, I want to make this a vehicle/ mech bay and everyhting is super placeholder blockout right now, crits on anything and everything with this is welcome.
Very true, plus, isn't this for screenshots, not gameplay?
I think this can be for anything you want it to be. We post screenshots on here, but you can tailor it to whatever your needs or interests might be. I'm going to focus more on learning UDK than anything, and making a working game environment.
I think my blockout is done so I'll be moving on to HP stuff. The blocky looking things just under the lights are slots for cables to come out and power the bay light fixtures.
Here's the ATM-looking thing next to every bay door. I'm going to add additional details with nDo2.
tehrobster2 your proportions are a little off. The top of the room levels out for a bit before it begins its decline back toward the floor. What you have currently is more of a constant arc. The areas at the top of the ramp are also a little deeper in the concept. I suggest getting down the basic shape of the room before adding any extra details such as cross beams or the vertical trim, as any minor tweaks with all these extra pieces in may prove to be a hassle.
Bartalon for the suggestion with the flooring slope. I'm happier with these proportions for now. Going to go in and start texturing and modeling at some point today. Looking good guys! Keep it up!
*Actually, I lied. I need the floors to be way longer than they really are...back to work on the blockout -___-
Started getting the lighting in order. I got rid of the planes and made everything out of solid geometry. This leaves me with either an overlappinog uv warning or tiny uv islands (as compared to what I get with a plane).
Also, how does my wireframe look for a modern game? Should I focus on getting a lower polycount or will it not be an issue for modern hardware? I want to get this sorted before I start my high polys and baking. Thanks.
Throwing my name in the basket. Blowout and breakdown so far. Some proportional issues. Currently working on them. I am going to be adding 6 bays to make the room feel more grand.
I've been wondering for a while what the function of these might be. At first I thought they were screens or terminals, but they face the wrong way. Any thoughts?
I think it is safe to say most of us are going to take our liberties and change it. It seems to be a light that is pointing outwards, but they are positioned too low to function...
I totally get you on the artistic freedom part. I didn't think about them being lights, that's interesting. Didn't know what to make of them at first. They reminded me of those tupperware lids with the snappable flaps.
I've been wondering for a while what the function of these might be. At first I thought they were screens or terminals, but they face the wrong way. Any thoughts?
they're near a window. Concept looks odd. maybe face them down and make them viewing screens or some kind of digital binocular screens with a view of whats outside. Though it looks really industrial, so maybe just a control panel. The composition may be thrown by a illuminated screen.
Im pretty into this challenge, just what the doctor ordered:P Might give it a go if I find some time.
Ha, I honestly thought those would be something like benches..who knows - possibly for the mechanics who work in the bays? At least that's what I'll be going for with those
Since they're facing the glass, they could be hologram projectors that project something just inside the glass, like a fake sunny sky, banners, ads, etc.
They could also just be vents, maybe mist comes out of them for the plants or something, good excuse for a particle effect.
I've been wondering for a while what the function of these might be. At first I thought they were screens or terminals, but they face the wrong way. Any thoughts?
I thought they might be some sort of latch or lever to open the doors and let the vehicles out. Not sure how it would close again or open from the other side.
I thought they might be some sort of latch or lever to open the doors and let the vehicles out. Not sure how it would close again or open from the other side.
edit - wrong quote
I was going to make mine project holograms in a curvature with the window personally.
I thought they might be some sort of latch or lever to open the doors and let the vehicles out. Not sure how it would close again or open from the other side.
I think its illumination. Even though the sky outside is black, the lighting suggests its daytime.
I'm interpreting this scene as an indoor environment on the moon, where the sky is always black.
I've been wondering for a while what the function of these might be. At first I thought they were screens or terminals, but they face the wrong way. Any thoughts?
My guess was close able air vents that are currently in the open position. I imagined square piping running out from all those points right there and meeting up with O2 silo's and some pump mechanism outside to pump air into the room.
Replies
Pretty much how I feel about it, I just want to make sure no one shits bricks if that's the road I choose to go down
-Check the up axis in preferences>settings, it may have changed, or need changing.
-Create a new perspective camera and then select predefined bookmarks>perspective from one of the viewport options.
-If it still persists, export your stuff and bring it in to a new scene.
If you're unsure about grid units etc, Here's what I use:
-Length and width:1024
-Grid lines every:256
-Subdivisions:16
Hope that helps!
Selecting a predefined bookmark seems to have done the trick, thanks a ton!
Alright makes sense, thank you.
First time exporting anything to UDK, yay!
Let's see what you got m8.
Right now the uvs are pretty crappy so it isn't lightmapped. The upper wall section is made of a plane that I warped in Blender. Since it's a plane the normals don't seem to be interacting with the directional light (circled in red). Is there a setting that I can change or do I have to add a second plane with inverted normals?
I'm going to be using UDK. So on the 90 degree pieces, just chop those off and lay them out separately you're saying?
Very true, plus, isn't this for screenshots, not gameplay?
Is that actually UE4 or have you just named your screenshot tht?
It's in ue4.:)
Yeah I think you are right, will get on that when I get home tonight.
cheers!
I think this can be for anything you want it to be. We post screenshots on here, but you can tailor it to whatever your needs or interests might be. I'm going to focus more on learning UDK than anything, and making a working game environment.
Meh. Not feelin the concept this month. Perhaps next month. Hit me up on skype prior to choosing the concept and we'll figure something out
Lookin good bro.
By UE4, He means Vray. He works in production you know.
Here's the ATM-looking thing next to every bay door. I'm going to add additional details with nDo2.
Almost Done with the block out
Keep it up!
*Actually, I lied. I need the floors to be way longer than they really are...back to work on the blockout -___-
Also, how does my wireframe look for a modern game? Should I focus on getting a lower polycount or will it not be an issue for modern hardware? I want to get this sorted before I start my high polys and baking. Thanks.
I think it is safe to say most of us are going to take our liberties and change it. It seems to be a light that is pointing outwards, but they are positioned too low to function...
they're near a window. Concept looks odd. maybe face them down and make them viewing screens or some kind of digital binocular screens with a view of whats outside. Though it looks really industrial, so maybe just a control panel. The composition may be thrown by a illuminated screen.
Im pretty into this challenge, just what the doctor ordered:P Might give it a go if I find some time.
They could also just be vents, maybe mist comes out of them for the plants or something, good excuse for a particle effect.
Also, my blockout.
You should just be able to lattice/FFD the verts of the ramp and squish them together until it looks good.
I thought they might be some sort of latch or lever to open the doors and let the vehicles out. Not sure how it would close again or open from the other side.
edit - wrong quote
I was going to make mine project holograms in a curvature with the window personally.
I think its illumination. Even though the sky outside is black, the lighting suggests its daytime.
I'm interpreting this scene as an indoor environment on the moon, where the sky is always black.
As am I:)
still blockout n stuff but I got the basic heightmap in before bed.
modeled the light really quick. It's baked out and ready to texture too.
Started Texturing My scene I have plans to add a few personal touches to my scene in the near future.
My guess was close able air vents that are currently in the open position. I imagined square piping running out from all those points right there and meeting up with O2 silo's and some pump mechanism outside to pump air into the room.