Hello everybody! After I played Doom 3 again in this month, I decided to recreate a little environment from it, because I really like the atmosphere and the designs of it.
It will be the place where you start the game, because this is where I was really amazed when I played it first, after it came out. Maybe it will spread out to a few starting hallways too, but I haven't decided yet. It also depends on the amount of the free time that I can get.
Here are some of the first references from the game:
https://www.dropbox.com/sh/c0wr17ekzjcjele/xyzqEWp6dh
I'm planning to make it really similar, and I will make just really small changes. The biggest difference will be in the render quality...
It will be in UDK, and will use a mix of image based and real time lighting.
Here is the first finished asset:
The next piece will be the main floor panel.
Updates will come as I will have get free time, but I think once a week.
Replies
There is just one thing which bothers me a bit:
The render seems a bit too noisy in my opinion.
But besides this, it looks really good!
3dcaspar - maybe its the chromatic abbertion and the film grain pp. We'll see how it looks when I'll have more pieces. If it will be still noisy, i'll tone it down. But yeah the grain is maybe a little too much.
Dimfist - Its a plane with parallax I'll get back to the textures after I placed a few things together, but you are right, it should have a little more wear but I don't want too much. I will show the wireframe of the hps when I get time.
I modeled everything in on the highpolies because the floating geos wouldn't work when baking a heightmap, just if I bake them out separately and then adjust in PS, but I didn't want this, and it was a good modeling practice.
And here is the floor in udk:
I will need to make changes in the shader, because the normalmap compression is killing me. I have the heightmaps in the alpha channel of the normalmaps, so the compression setting is tc_normalmap_alpha, but this gives the same compressed look as the tc_normalmap, and the normalmap_uncompressed doesn't have alpha... So I will move my heightmaps to the "shadermap"'s alpha channel. This map contains the reflectivity/glossiness/ao and the heightmap when I place them here.
Looks like I will go mostly with tileable textures. I made the changes in the shader and the normalmaps looks better, but still not looks 100% uncompressed... I hope that the textures will wash this out.
I will fix the scale later. Just wanted to see how these looks together
I'll make the doorframe next time.
Here is a small update. I made a crate and the parallax still works surprisingly good on this too
These are just some basic colors, and not the final texture!
My only suggestion is to add some variation to the crates, perhaps an open version? It might be cool to see what they look like inside.
For the render:
I use real time lighting/shadows + slight skylight + image based lighting + fading ao (real time) + post processes
So. Here is the last new piece for this week, and I think I will come back on the next weekend, because I start working in a factory.....And I will have time only at the weekends.
See you guys soon, thank you all for the feedbacks!
Good work, looking forward to the end
How you say, don't make highpoly meshes because it takes too much time, and just make medpoly (that could be the actual in game mesh nowadays).
There are reasons behind how I make things, and I know what I'm doing. I know about that I could use floating geometries, but not in this case.
It seems like you're making things overly complex for no real reason.
I use parallax occlusion mapping on everything- no you shouldn't. Just on flat tiled textures.
the floating pieces doesn't work- do this, it takes two seconds. Just make a color map in max based off your floaters, (you should be doing this anyway... so no extra steps here). http://www.simonfuchs.net/folio/tut02_pom.htm
shadows under the floating elements- One: it takes a whole lot more time to model in your floaters than it does to paint them out. Two: you can bake your AO using scanline with light tracer turned on and you won't get float errors. Three: you could also just slop cut into the mesh and stick the floaters in that, now you have no shadow.
The "medpoly" wouldn't give nice edge smoothness- it works just fine, use smoothing groups tweaks if it worries you that much. I use it all the time, at upwards of 4096, I don't really see a huge difference... and neither does anyone else. I can also tell you that door ref is probably all medpoly.
I wanted to have some nice highpoly models in my portfolio- half of my portfolio is med poly floater stuff.
If a professional- I can think of a few guys that might want to show off their skills, and they are just, One: making the model as it was constructed exactly, (which your not doing) or Two: they are showing off Hardsurface molded meshes with complex shapes which are hard as hell to cut into, not cutting into a flat sheet... Seeing that what your doing is cutting in super simple shapes unnecessarily into your mesh, which just looks painful, is a waste of time, making your mesh heavy, and nonadjustable, (I want to make my holes bigger... I can just select my instant floater and scale up... or I can select every hole I cut into my mesh and their edges, then scale up my edges locally, which takes much more time)
In any case, I just told you how to solve your float problems with your dis, and your ao. Medpoly works just fine, and renders out just fine too... (if I didn't tell you that door was medpoly you would have never known). Pros get a pat on the back for killing real word stuff, or making sick shapes that very few people can... not cutting in floaters.
I think your models are cool man, I am just letting you know that there are faster ways of going about doing this. If your working that factory job then your free time is limited... Just trying to help. Also I wouldn't comment if I didn't think you could pull off something great!
Parallax - I know the limitations of it. If you have white on your heightmap, where the uv seams are, then it works on non planar objects too (in the case you have parallax that works inwards). I tried it out and used it on the crate, and it totally works, you just need to make the lp geo really close to the hp along the uv seams.
However I understand your reasonings, and I can agree with a few, I still want to go with highpoly meshes, because if it wouldn't be necessary, then we wouldn't see this much highpoly models here at pc. Almost everybody makes highpoly here who use normalmaps. And because I love making highpoly models, even if it takes time. If I will work somewhere where they will want medpoly, I will make them medpoly then.
Thanks anyways !
So after a week in this factory work, I can say this was the worst job that I ever had. I worked in an another factory earlier, but this was worse. 11 hours of standing is really exhausting, and you don't have energy for anything after arriving back to home. But luckily I got a new 3d related outwork from a museum(!!!), and I have to make an environment.
So after a long break, here are some new stuff. Not too much, but I made a few textures and a few new models/normalmaps.I fixed the scale of the floor, and started making a better model for it. Still a lot to do/fix.
And here is a little video from an animated material which will be used on the door's display, just with different texts on each of them.
http://youtu.be/69NeH8hp7A4
A lot of things from the previous area are under repair, like I'm trying to make the rust on the wall look less repetative,modeling out the lp doors, and I'm still filling out the holes there too.
Hopefully I can show updates often again, and finish this in the near future
I have to say this is the first time I see parallax actually work.
Even in production games, the 'smeared' texture look makes it unappealing to me.
Your art style however fits it like a glove.
I saw you already mentioned reworking the rust on that wall, good
I was going to also suggest make the damage on that wall way less.
Would it even be rusty? Maybe just do chipped paint, and there wouldn't be a lot of that happening on a wall anyway. Maybe try some oil leaks that steak down from the light/vent areas?
Can't wait to see more, keep'em coming
Here is a small update for today. I made some lamps, ceiling normalmap, and some model blockouts(bridge, "arch")... The next step will be to make normals for the new models.
Here is a new door for today anyways. Doorframe need textures.
Maybe there will be the canteen and the toilet too once...
Combine Doom 3's architecture with Dead Space's, and it'd be my favorite sci-fi architecture style of all time.
Really cool stuff you got there, I like it
Keep it comin!
@Zokk - Sorry , but I think I'll stay with only the doom style
I detailed out a few wall textures today (d/s)
Sure- changing stuff around would be totally impractical and pointless at this stage. I meant it just as a comment, rather than suggestion. Meaning, if someone (any 3D artist) were to create a hybrid Doom 3/Dead Space art style, that would pretty much be guaranteed to be my favorite example of sci-fi architecture.
Keep on doing this!
As the departure lounge is nearly done, I'm started blocking out the reception room. This is how it looks so far. The half of the room is still missing but there are 2 office rooms on the 2 sides, but they will be closed, so you can just look in through the windows.
Nice work, and great to see you are sticking with it.
Also, I love the honest feedback from Zombiewells!!
Side note - I switched to baked lighting a long time ago because the amount of the light sources didn't really allow real time lighting. There are massive amount of overlapping lights, and I have a immeasurably better framerate framerate with the lightmaps, bounce looks better and I don't need "cheatlights" anymore to give the bounce light look.