I've actually been doing this as well. Not to post up here or even seriously try and finish. I was just a fan of this game and I thought i'd try and recreate some of the stuff I thought looked cool. That being said, I spent a lot of time trying to get the scale down as close as possible to the game and the one thing i'd critique here is your scale. It's off by a lot in many of the areas. Not sure if you're trying to recreate this 100% but if you are you're going to run into some issues later with trying to fit props in their respective areas.
Good luck. There's way too much detail on the game's environment, even if it's just a corridor. I'm skipping the bathroom and the main entrance for now, just doing the main corridor. This is what mine's looking like right now (still ways to go):
Good luck. There's way too much detail on the game's environment, even if it's just a corridor. I'm skipping the bathroom and the main entrance for now, just doing the main corridor. This is what mine's looking like right now (still ways to go):
Looking good, man. You should start a thread, I'd love to follow it. There are specific little micro details that are in the games environment that I really have trouble figuring out how they were done that i'd love to go over with someone who actually knows what i'm referring to
I've actually been doing this as well. Not to post up here or even seriously try and finish. I was just a fan of this game and I thought i'd try and recreate some of the stuff I thought looked cool. That being said, I spent a lot of time trying to get the scale down as close as possible to the game and the one thing i'd critique here is your scale. It's off by a lot in many of the areas. Not sure if you're trying to recreate this 100% but if you are you're going to run into some issues later with trying to fit props in their respective areas.
Good luck. There's way too much detail on the game's environment, even if it's just a corridor. I'm skipping the bathroom and the main entrance for now, just doing the main corridor. This is what mine's looking like right now (still ways to go):
Good luck with your work, kobra! As I told you via pm, you might want to have a look at these screenshots here: https://twitter.com/MikShots
I took them with the brightness set to max, so you can see a lot of extra detail (even if twitter compresses it a lot).
Mik2121, I saw your posts on Gaf, hehe. Its looking great so far! Sorry to derail the thread, but you should definitely make a WIP thread.
Thank you!! I will probably create a new thread once I reach at least 50% completion, so that way I can show something more interesting than what I have now. I won't be working on the whole corridor for now, just all the way to the corner, so it won't take too long hopefully :P
I guess this is as good a place as any to ask. When looking closely at the environment there are little details that kind of perplex me as to how they were made. For instance, on all the corners of the walls you notice they have little dents. Dents you'd get by bumping things into the corner of these walls. Great little detail but how do they get these localized details on a mesh that looks like it's using a tileable texture, something that wouldn't be uniquely unwrapped. Same goes for the trim up top. If you notice on the corner of it there is a line where the wood splits to go in another direction towards the wall. Localized detail on an object that I would assume is using a tiled texture.
I guess this is as good a place as any to ask. When looking closely at the environment there are little details that kind of perplex me as to how they were made. For instance, on all the corners of the walls you notice they have little dents. Dents you'd get by bumping things into the corner of these walls. Great little detail but how do they get these localized details on a mesh that looks like it's using a tileable texture, something that wouldn't be uniquely unwrapped. Same goes for the trim up top. If you notice on the corner of it there is a line where the wood splits to go in another direction towards the wall. Localized detail on an object that I would assume is using a tiled texture.
I had been thinking about that as well. I would imagine they're using decals. In Crysis (I believe) they also use something similar. In UE4 that could be done with the decal actor, but I haven*t tried to do something like that for this. I guess I'll have a look as well :P
I use decal for the wall and I use vertex painting for the corner but I don't know how to use dents. Sorry my English is bad
I didn't know about this decal tool but now looking into it, it seems like this may very well be the right way to do it. Maybe all you need is just a normal map with dents on it and just move them into place since they are projected directly on the mesh.
I didn't know about this decal tool but now looking into it, it seems like this may very well be the right way to do it. Maybe all you need is just a normal map with dents on it and just move them into place since they are projected directly on the mesh.
For a school assignment i acheived this affect on some wall corners. I simply just put normal map marks directly on the corners (walls had no UV Splits so it looked seamless) and i got the same effect. I doubt the way they do it is as simply as my way, but i got the same effect so oh well.
As a fan of the PT demo. I must make a remark that your scale seems off from the actual demo. The width of your hallway space is too wide. In addition, see if you can raise the height of your camera. If not, lower the ceiling greatly to feel more confined as was theirs.
Great work so far, I'm looking forward to seeing more progress:thumbup:
It's kind of hard to tell from just that one pic but it looks like your roughness might be too sharp or harsh? Might benefit from making it a little softer.
The little indent part to the right of that image is wider in the game as is the corridor to the left.
It might be worth you playing the game a bit more to get those proportions down and blocked out.
Coming along though, that game is the highest fidelity game I have seen on console, got a lot to live up to
Thanks, but I have never played the game. I created looking at the pictures. There are a limited visual resources. I don't have PS4 Sorry my English is bad
Slightly odd that you are recreating something that you haven't played, but fair enough, theres loads of visual resources, look for lets plays on youtube, im sure there's hundreds.
You need to add some sort of texture detail on those walls my man. Looks literally untouched, just a flat texture. In the p. t trailers you can look on the walls and see small details like peeling paint, little scratches and Knicks, etc. those small details will really help. Walls look boring right now.
Replies
Good luck. There's way too much detail on the game's environment, even if it's just a corridor. I'm skipping the bathroom and the main entrance for now, just doing the main corridor. This is what mine's looking like right now (still ways to go):
http://i.picpar.com/uucb.png
Looking good, man. You should start a thread, I'd love to follow it. There are specific little micro details that are in the games environment that I really have trouble figuring out how they were done that i'd love to go over with someone who actually knows what i'm referring to
Looks good, man! you create a new thread. I can not wait for the final!
Thank you
Are you going to do the balcony upstairs that overlooks the front door?
[ame="http://www.youtube.com/watch?v=4p0AfzwcdU4"]http://www.youtube.com/watch?v=4p0AfzwcdU4[/ame]
I took them with the brightness set to max, so you can see a lot of extra detail (even if twitter compresses it a lot).
Thank you!! I will probably create a new thread once I reach at least 50% completion, so that way I can show something more interesting than what I have now. I won't be working on the whole corridor for now, just all the way to the corner, so it won't take too long hopefully :P
I had been thinking about that as well. I would imagine they're using decals. In Crysis (I believe) they also use something similar. In UE4 that could be done with the decal actor, but I haven*t tried to do something like that for this. I guess I'll have a look as well :P
I didn't know about this decal tool but now looking into it, it seems like this may very well be the right way to do it. Maybe all you need is just a normal map with dents on it and just move them into place since they are projected directly on the mesh.
For a school assignment i acheived this affect on some wall corners. I simply just put normal map marks directly on the corners (walls had no UV Splits so it looked seamless) and i got the same effect. I doubt the way they do it is as simply as my way, but i got the same effect so oh well.
I'm trying to lighting and shader.
That's it!
I add Roughness Map!
Great work so far, I'm looking forward to seeing more progress:thumbup:
lol, ok.
Thank you
It might be worth you playing the game a bit more to get those proportions down and blocked out.
Coming along though, that game is the highest fidelity game I have seen on console, got a lot to live up to
Thank You