siraniks: can go either way for both...whatever works best/makes sense to you. try it both ways and see what'll work for you.
editing/creating objects outside of the engine just seems easier and gives more control - even if it means importing multiple times.
thanks to everyone who commented/critiqued
calling it done. keep it up all.
This is my first post in this thread, but here is my WIP of the scene so far. To do: radio equipment, wires, gas mask, polish. I also recently remodelled my pillows, so I have also included a before/after shot below.
I was wondering some of those same questions myself that Siraniks asked. I baked the beveled and smoothed edges of my walls ... is anyone else doing that? If they were done in the editor then they would have hard edges.
I began to place multiple UVs into the same sheet and quickly found my system slowing down. I also felt that I was giving myself way too much to wrap my head around on my first game environment so I'm mostly putting things together in their own sheet. The bed and posts are one, the chair is one, the locker is one, etc. I haven't done the shelf yet though.
My next question is whether or not to unwrap all the wires and pipes? The big ones will need definition, so yes to them. I starting unwrapping all of them but am now thinking it unnecessary. The cables and electrical wires could probably just use a black material in the editor correct? They are simply cylinders so they don't grab AO except on the very ends maybe when they connect into something ... in which case I again am thinking they are so thin that it won't matter. Thoughts?
Everyone's work is way beyond mine here so thought I would try to make just a few objects and put them in UE4 to try and understand the workflow. Never done a high poly to low poly bake before so could use as much feedback as I can get. I have a weird seam in the middle of the handle because I mirrored the geometry, anyone know how to fix that? Ohh and the object is 1100 poly's.. too much?
If you are concerned about the tri-count being too much, 1100 doesn't sound like too much to me, but you would help us help you more by posting the wireframe. That way we can tell whether or not you are wasting the tris versus using them well. Thats more important I think. If this is your first high poly bake then thats pretty nice work.
Thanks for the feedback ScottMichaelH, I wasn't really sure how to do a wireframe but I've given it a go.
To try and help you with some of your questions, I wouldn't worry about trying to fit every object on the one UV. It will make very little difference on performance. The only time I put multiple objects on the one UV is if I have a lot of space on one and it would be wasteful to leave it empty. Using up all the space is the key.
As for the pipes and wires I would have probably done them in sections and unwrap. It would take very litle time. That's just the way I would do it anyway, but I am just learning as well just did a very quick sketch of what I would have done, hope it makes sense.
and doing with the textures,
does every objects have their own separate texture file
or one big texture file for all objects?
I'd say do whatever is easier for you. Some objects share similar materials so it could speed things up to pack them together, but then it can be a bit overwhelming trying to deal with dozens of objects at once.
Some engines require specific workflows but you shouldn't worry too much about it here, since it's a small scene. It'd be better to focus on getting it done quicker
How do you get that metallic scratchy feel from your textures?
I Generate masks for the appropriate effects, and use them to layer different materials. That way I end up with dynamic effect filters.
For super specific detail, I usually just hand-paint it in Substance Painter.
I Generate masks for the appropriate effects, and use them to layer different materials. That way I end up with dynamic effect filters.
For super specific detail, I usually just hand-paint it in Substance Painter.
thanks guys for the feedback,
I go down to one texture per object
Decided to use Marmoset Toolbag 2.0 for quick implementation of materials than using UE4, because deadline is fast approaching ...
For the meantime, I just use the Toolbag's quick material presets (I'll create my own texture maps later in the process, I'm just enjoying the view of my normal maps)
Anyone know if its possible to put a whole scene like this in sketchfab? Thinking about doing that.
Also, how did people go about cutting in the horizontal dents at the bottom and top of the lockers? Did you guys just use textures? Can't think of a way of making them without messing up the mesh
Got a clean bake on my bed after a few small fixes to my edge normals. Displayed it in Toolbag, I'm working on the desk bake at the moment which unfortunately is having a banding issue in the green channel right now, but hopefully that'll get fixed.
Well, since I've got to move and start something else, I'll call this done for the moment. Since it was my second time practicing realtime rendering, I'm pretty happy with the result even though there are some props missing and everything could be improved. Anyway, I'll try to finish this later.
I'm not going to be able to finish this to a level I'm happy with - going to continue to work on the scene and wait for the next challenge when I can actually start from day one!
Here a couple more Unity shots of normal and high poly AO bakes. As is always the case I took much more time (3x) with the "low poly - UV - bake" portion than the high poly model. Next I need to combine all the final models into one file, low poly AO bake, then finally start painting. The plan (as has been my tendency lately) is to put down a base in Photoshop with some solid colors and photo textures, combine with a leveled high and low AO, then paint details in Mudbox. I've never painted this much in Mudbox ... interested in seeing how it goes!
As for the side note pictured, has anyone else baking with 3ds Max had this happen to them?! It's happened to me multiple times where you change the size of the map, but then the bake comes out low res. You come back to the bake options and see the change of size in the output but the input column for the width and height is saying 256?
Here is the progress I was able to make on this one. I only was able to knock out a normal map for most of the smaller bits. Here's what that looks like so far:
and here are some progress shots from Marmoset. I only had a couple of days left in the month once I got the assets into Marmoset, so I spent the last couple of days learning and tweeking lighting setups in Marmoset.
wires shot:
I like this enough that I think I'll try to get it to a more final state.
thanks for checkin it out!
Just got back to this, had to stop working for a few days to move to another apartment. Missed the deadline but i'll keep working on it!
I've just started texturing the low polies:
Thanks. There's no PBR in my workflow yet. After talking with Earthquake and Quack! on another post, I decided to finish this out as I know how, then move on to Unreal 4 in the near future.
I don't have time to finish this project but all your works guys are interesting. Now I read this topic only for see your work.
Can you post your low wireframe and textures please ? I am a realy noob and don't understand how to make some elements like low bevel and optimize texture / uv.
I don't have time to finish this project but all your works guys are interesting. Now I read this topic only for see your work.
Can you post your low wireframe and textures please ? I am a realy noob and don't understand how to make some elements like low bevel and optimize texture / uv.
Sure. I owe some thanks again to Bruno for the push to rework the textures for the extinguisher, communicator, chair and especially the lockers:
Technically the lockers on both sides are connected in the finally mesh, but I deleted the left half just to show the right half by itself here with the polycount. I think this locker is much better.
I'm finally done with the Diffuse, specs and normals. I learned a lot about spec maps here. Next I need to set up the emissives, lighting and I will be finished
i'm still chugging away at this one too!
Just the few metal pieces on the floor to bake out and the gask mask, then its on to final textures
Still lots of learning of the Marmoset toolbag. Loving it so far!
I had several lightmap issues and had never done reflections in a UDK. I made a slight adjustment with the color grading lookup table. Overall it's been a pleasure to work on this with everyone. It was my first full game environment so I learned quite a bit about modeling faster, unwrapping (two uvs each), lightmaps, Unreal lighting and materials, etc.
I had several lightmap issues and had never done reflections
For UDK I have done something...
You can use 2 types of reflecting :
SceneCaputreMapActor - environment map for everything object
SceneCaputreReflector - 2D reflection for planar object (ground) /!\ You may encounter display problem, switch DirectX 9 or 11 : File > Switch Renderer
Place actor you want in your scene (create new layer to hide object when you want).
Now you need to create the corresponding texture to save the render.
SceneCaptureCubeMapActor => TextureRenderTargetCube
SceneCaptureReflectorActor => TextureRenderTarget2D
Next, you assign texture to actor.
Create Material (I have only made for de the ground)
They're sharing the same texture. I'm not too happy with the material definition on this one, so I'll go back and rework it. Do you have any specific questions? If so, let me know so I can try to help!
I'm still working on mine as my time allows. Here's a textured low poly:
I like the work on the box-shaped section at the end of the "hose". I feel that the unpainted metal parts at the ends of the "hose" are a bit too much. If it were a gas mask laying on the floor of a military bunker, it would likely have more imperfection ... maybe a little dirt build up at least, or some roughness. Besides that I feel like it breaks up the color scheme a bit making it quite busy.
Hey Scott,
You're right, I've done another quick pass on it. This is my first time dealing with PBR so I'm learning as I go Also testing it on multiple lighting schemes to see if it holds up.
Just a few things left to do before I start assembling the scene. Might be a better idea to iterate further on those materials with everything in place!
Replies
editing/creating objects outside of the engine just seems easier and gives more control - even if it means importing multiple times.
thanks to everyone who commented/critiqued
calling it done. keep it up all.
I began to place multiple UVs into the same sheet and quickly found my system slowing down. I also felt that I was giving myself way too much to wrap my head around on my first game environment so I'm mostly putting things together in their own sheet. The bed and posts are one, the chair is one, the locker is one, etc. I haven't done the shelf yet though.
My next question is whether or not to unwrap all the wires and pipes? The big ones will need definition, so yes to them. I starting unwrapping all of them but am now thinking it unnecessary. The cables and electrical wires could probably just use a black material in the editor correct? They are simply cylinders so they don't grab AO except on the very ends maybe when they connect into something ... in which case I again am thinking they are so thin that it won't matter. Thoughts?
If you are concerned about the tri-count being too much, 1100 doesn't sound like too much to me, but you would help us help you more by posting the wireframe. That way we can tell whether or not you are wasting the tris versus using them well. Thats more important I think. If this is your first high poly bake then thats pretty nice work.
To try and help you with some of your questions, I wouldn't worry about trying to fit every object on the one UV. It will make very little difference on performance. The only time I put multiple objects on the one UV is if I have a lot of space on one and it would be wasteful to leave it empty. Using up all the space is the key.
As for the pipes and wires I would have probably done them in sections and unwrap. It would take very litle time. That's just the way I would do it anyway, but I am just learning as well just did a very quick sketch of what I would have done, hope it makes sense.
I'd say do whatever is easier for you. Some objects share similar materials so it could speed things up to pack them together, but then it can be a bit overwhelming trying to deal with dozens of objects at once.
Some engines require specific workflows but you shouldn't worry too much about it here, since it's a small scene. It'd be better to focus on getting it done quicker
How do you get that metallic scratchy feel from your textures?
I Generate masks for the appropriate effects, and use them to layer different materials. That way I end up with dynamic effect filters.
For super specific detail, I usually just hand-paint it in Substance Painter.
Gotcha, thanks man!
I go down to one texture per object
Decided to use Marmoset Toolbag 2.0 for quick implementation of materials than using UE4, because deadline is fast approaching ...
For the meantime, I just use the Toolbag's quick material presets (I'll create my own texture maps later in the process, I'm just enjoying the view of my normal maps)
Blockout 90% complete.
Everyones scenes and props are looking awesome. Keep it up!
First time with Unreal 4
wow that's great
Also, how did people go about cutting in the horizontal dents at the bottom and top of the lockers? Did you guys just use textures? Can't think of a way of making them without messing up the mesh
Every object only has normal and difuse (color + AO).
Still need to add texture to it, and Specular.
More shots on my site http://emmanuelaurengo.blogspot.fr/
C&C are welcome!
Here a couple more Unity shots of normal and high poly AO bakes. As is always the case I took much more time (3x) with the "low poly - UV - bake" portion than the high poly model. Next I need to combine all the final models into one file, low poly AO bake, then finally start painting. The plan (as has been my tendency lately) is to put down a base in Photoshop with some solid colors and photo textures, combine with a leveled high and low AO, then paint details in Mudbox. I've never painted this much in Mudbox ... interested in seeing how it goes!
As for the side note pictured, has anyone else baking with 3ds Max had this happen to them?! It's happened to me multiple times where you change the size of the map, but then the bake comes out low res. You come back to the bake options and see the change of size in the output but the input column for the width and height is saying 256?
1024*2048 textures and ~1400 tris.
It took way too long to create, but I think I learned quite a bit during this project so I feel it was worth it anyway.
I never got around to texturing this yet. But Here is the test bake from it.
Looks great Nosslak!
I've come this far.
(displayed in Unity)
and here are some progress shots from Marmoset. I only had a couple of days left in the month once I got the assets into Marmoset, so I spent the last couple of days learning and tweeking lighting setups in Marmoset.
wires shot:
I like this enough that I think I'll try to get it to a more final state.
thanks for checkin it out!
I've just started texturing the low polies:
I posted a new thread ... noticed people were still here ... now I'm back. Props in Unity. Once I get to this point, it moves quickly.
Do you think the Com specular works? I'm trying to up my knowledge on maps and rendering.
@scott: I think your textures are too muddy, it's very hard to make out what are they. Try starting with clean base materials and then only adding the dirt on them once you nail the base look. Here's some reference: http://wiki.polycount.com/PBR?highlight=%28%5CbCategoryTexturing%5Cb%29
Thanks. There's no PBR in my workflow yet. After talking with Earthquake and Quack! on another post, I decided to finish this out as I know how, then move on to Unreal 4 in the near future.
I think these are an improvement.
Can you post your low wireframe and textures please ? I am a realy noob and don't understand how to make some elements like low bevel and optimize texture / uv.
Sure. I owe some thanks again to Bruno for the push to rework the textures for the extinguisher, communicator, chair and especially the lockers:
Technically the lockers on both sides are connected in the finally mesh, but I deleted the left half just to show the right half by itself here with the polycount. I think this locker is much better.
I'm finally done with the Diffuse, specs and normals. I learned a lot about spec maps here. Next I need to set up the emissives, lighting and I will be finished
Just the few metal pieces on the floor to bake out and the gask mask, then its on to final textures
Still lots of learning of the Marmoset toolbag. Loving it so far!
http://www.polycount.com/forum/showthread.php?p=2097427#post2097427
Finished! !
Here's the link to my portfolio page with several close ups and a wireframe of the whole scene.
http://scottmichaelh.cgsociety.org/art/3ds-max-mudbox-photoshop-udk-meshlab-bunker-architecture-3d-1200493
I had several lightmap issues and had never done reflections in a UDK. I made a slight adjustment with the color grading lookup table. Overall it's been a pleasure to work on this with everyone. It was my first full game environment so I learned quite a bit about modeling faster, unwrapping (two uvs each), lightmaps, Unreal lighting and materials, etc.
@Bruno: looking forward to seeing yours finished
You can use 2 types of reflecting :
SceneCaputreMapActor - environment map for everything object
SceneCaputreReflector - 2D reflection for planar object (ground)
/!\ You may encounter display problem, switch DirectX 9 or 11 : File > Switch Renderer
Place actor you want in your scene (create new layer to hide object when you want).
Now you need to create the corresponding texture to save the render.
SceneCaptureCubeMapActor => TextureRenderTargetCube
SceneCaptureReflectorActor => TextureRenderTarget2D
Next, you assign texture to actor.
Create Material (I have only made for de the ground)
At end you have something like this :
I was encourage to finish mine too ...
I decided to go for a post apocalyptic look.
supposed to be a flickering light but the gif made it look a little weird
@Ziosnarf: Here's a wireframe and texture:
They're sharing the same texture. I'm not too happy with the material definition on this one, so I'll go back and rework it. Do you have any specific questions? If so, let me know so I can try to help!
I like the work on the box-shaped section at the end of the "hose". I feel that the unpainted metal parts at the ends of the "hose" are a bit too much. If it were a gas mask laying on the floor of a military bunker, it would likely have more imperfection ... maybe a little dirt build up at least, or some roughness. Besides that I feel like it breaks up the color scheme a bit making it quite busy.
You're right, I've done another quick pass on it. This is my first time dealing with PBR so I'm learning as I go Also testing it on multiple lighting schemes to see if it holds up.
Just a few things left to do before I start assembling the scene. Might be a better idea to iterate further on those materials with everything in place!