mbischof: highpolys built and rendered in Modo, lowpolyshots ingame from UE4. : )
BARDLER: Its pretty easy actually, my materials are quite simple, very few nodes. I play around alot with the occlusion-nodes and masks for the different materials. My highpoly-render materials are straight up just some nudged values and some occlusion pass for dirt, and tiling textures that are just slapped on with cubic mapping (hence the seams)
jhoythottle: yeah, all form my head, haha. Sometimes I doodle some concepts, most of the time I just freestyle it tbh. I have no background in anything that would benefit my mechanical stuff tbh, I just look at alot of machines. I'm not really happy with the functionality of them, I need to study up on real machines a bit more to design better animating systems etc : )
I see you post about your Modo mask workflow for your texturing. I have only messed around with Modo a little bit, but it would be awesome to get some info, or a breakdown about it.
Some insight your modo workflow and how you did shader would be insipring.
Thanks for all the kind words!
OOtrick: not anything this complex in any tutorials no, but its pretty standard shaderstuff, play around with masking shaders and vertexpainting etc and you can probably come up with your own solutions that fit your needs better : )
pachermann: its literally only Modo occlusion nodes for this stuff, and some cubic tiling textures and overlays. : ) Trying to delve deeper into shaders a bit in my spare time though, but nothing fancy being used here actually.
Baked out my scifi dudes helmet and made a basic diffuse pass and put in UE4:
Awesome helmet and i love the work you are doing. Simply stunning. Looks like you have mirrored UV's on the Helmet though as the 5 is back to front on the right hand side but fine on the left, try a symmetrical number like 8.
Although i am a Max user, would love to know about your workflow in regards to modeling such complex and detailed objects, baking and texturing. Texturing all Photoshop with layers or using things like substance painter/ designer?
Yeah, actually I have a mirrored unique version of that particular part of the texture, its just that I accidentally forgot to remove the mirrored part, so its double polygons there instead : D But yeah, the numbers will be correctly shown in the next update : )
At the moment I'm just using photoshop with some procedural stuff and masks that I abake out from modo, but I need to give substance a try aswell.
Ive been following your work for a while now and i have a few questions that i hope you will answear.
Ive watched your stream and seen some of your workflow which was great!
but i still have a few un answeared questions.
Heres a picture where some of the specific areas which my question is about is outlined.
When i watched your stream it looked like these were parts of a seperate mesh and they dint have support edges. so my automatic assumtion would be that they would look bad when smoothed. yet they do not. plus they seem to have created a nice weld between the other meshes which gives them a nice smooth look.
I would realy like to know how this is achived because i realy cant figure it out
@gomgom50
He used a setting in the material options in Modo called Round Edge Width, which when you look at a mesh in the render view smooths the transitions between parts of a mesh with that material.
but what does he do when baking then? i assume that the material made edges wont actualy be baked down into the lowpoly?
it's the same top question i have when watching streams with hope some day Tor will show baking process hp to lowp, how he managing smoothing groops, UVs and etc for hard surfaces... :thumbup:
:thumbup: thanks for the link, dig it, but for the max at least for the 2013 version isn't working for me, very poor effect... smooth edges in modo are totally badass from hardedges!
I cant repeat your results ither it would be nice if you could take a picture of your shader settup or upload the shader or something. it would be much aprichiated!
Sweet! I will check that out. I recently left Maya LT for MODO indie and I just love how fast it is to create things, just gotta get used to the UI again and some of the tools uses.
Great work though Tor! I noticed above someone requested a video for your high to low poly workflow. I too would love to see that. I got your UDK Masterclass not that long ago when I get some time I am hoping to recreate it in UE4 xD
Yeah, I am planning to do some more instructional vidoes and stuff soon, just need to get other things out of my way first : ) But yeah, the UDK masterclase should be easy to transfer to UE4, basics are all the same : )
Yeah, I am planning to do some more instructional vidoes and stuff soon, just need to get other things out of my way first : ) But yeah, the UDK masterclase should be easy to transfer to UE4, basics are all the same : )
PLEASE DO!
Anytime I see your speed modeling videos pop up in my sub feed it makes me excited. I'm really curious to know what your workflow is. I just see you boolean/meshfusion the shit out of everything without cleanup. Does that carry over to when you make art for games or do you have to stick with traditional support loops to get better results?
Yeah, I am planning to do some more instructional vidoes and stuff soon, just need to get other things out of my way first : ) But yeah, the UDK masterclase should be easy to transfer to UE4, basics are all the same : )
Replies
BARDLER: Its pretty easy actually, my materials are quite simple, very few nodes. I play around alot with the occlusion-nodes and masks for the different materials. My highpoly-render materials are straight up just some nudged values and some occlusion pass for dirt, and tiling textures that are just slapped on with cubic mapping (hence the seams)
jhoythottle: yeah, all form my head, haha. Sometimes I doodle some concepts, most of the time I just freestyle it tbh. I have no background in anything that would benefit my mechanical stuff tbh, I just look at alot of machines. I'm not really happy with the functionality of them, I need to study up on real machines a bit more to design better animating systems etc : )
Subbed, amazing as usual. Do you cover the basics to setting up the master material in any of your documentation/tutorial videos?
Some insight your modo workflow and how you did shader would be insipring.
OOtrick: not anything this complex in any tutorials no, but its pretty standard shaderstuff, play around with masking shaders and vertexpainting etc and you can probably come up with your own solutions that fit your needs better : )
pachermann: its literally only Modo occlusion nodes for this stuff, and some cubic tiling textures and overlays. : ) Trying to delve deeper into shaders a bit in my spare time though, but nothing fancy being used here actually.
Baked out my scifi dudes helmet and made a basic diffuse pass and put in UE4:
Although i am a Max user, would love to know about your workflow in regards to modeling such complex and detailed objects, baking and texturing. Texturing all Photoshop with layers or using things like substance painter/ designer?
Whisky
At the moment I'm just using photoshop with some procedural stuff and masks that I abake out from modo, but I need to give substance a try aswell.
Has it already been asked how you are presenting these? Is it Toolbag? If so, are you using any post-processing tweaks?
Ive been following your work for a while now and i have a few questions that i hope you will answear.
Ive watched your stream and seen some of your workflow which was great!
but i still have a few un answeared questions.
Heres a picture where some of the specific areas which my question is about is outlined.
When i watched your stream it looked like these were parts of a seperate mesh and they dint have support edges. so my automatic assumtion would be that they would look bad when smoothed. yet they do not. plus they seem to have created a nice weld between the other meshes which gives them a nice smooth look.
I would realy like to know how this is achived because i realy cant figure it out
Thanks in advance!
He used a setting in the material options in Modo called Round Edge Width, which when you look at a mesh in the render view smooths the transitions between parts of a mesh with that material.
but what does he do when baking then? i assume that the material made edges wont actualy be baked down into the lowpoly?
it's the same top question i have when watching streams with hope some day Tor will show baking process hp to lowp, how he managing smoothing groops, UVs and etc for hard surfaces... :thumbup:
It might bake out, there's something similar in Max; http://www.polycount.com/forum/showthread.php?t=71995
:thumbup: thanks for the link, dig it, but for the max at least for the 2013 version isn't working for me, very poor effect... smooth edges in modo are totally badass from hardedges!
it will be awesome, thanks!:thumbup::thumbup:
Baked out my handgun, still only autotexture on it:
thanks and keep it up!
that is awesome! I just know Im stuck with maya at work though so theres not much point learning modo right now.
Cool handgun bake!
ressurecting this thread, time to finish this!
Sweet! I will check that out. I recently left Maya LT for MODO indie and I just love how fast it is to create things, just gotta get used to the UI again and some of the tools uses.
Great work though Tor! I noticed above someone requested a video for your high to low poly workflow. I too would love to see that. I got your UDK Masterclass not that long ago when I get some time I am hoping to recreate it in UE4 xD
Anytime I see your speed modeling videos pop up in my sub feed it makes me excited. I'm really curious to know what your workflow is. I just see you boolean/meshfusion the shit out of everything without cleanup. Does that carry over to when you make art for games or do you have to stick with traditional support loops to get better results?
+1