Ah this concept. Seen this several times before and wanting to make it but never did. It's a good start so far. Looking forward to seeing this develop.
I have almost modelize modular props for the house. I used Mudbox and max for the bakes. All props are contained in 2*2048 (empty areas are for ropes to come).
3dsmax import form Mudbox:
Uv packs:
Props in UE4 for lighting tests (for the moment, only normals and AO):
And the start of the house's creation:
C&C are welcome!
If someone have good tips for wood's albedo and rougness, don't hesitate to tell me!!:poly121:
really really solid work! I was excited when I saw such a solid blockout and modular pieces. My biggest complaint is the AO.
They look like bad Ndo AOs and imo are destroying your presentation and will muddy your textures. For wood grain the AO should be super fine just to enhance the detail already there.
Otherwise keep the great work coming. You seem to be moving a nice speed!
great choice of concept, loving the lowpolys and great scene you have them composed into so far as well
BUT:
for the love of god do the wood with a highres tileable texture
and do all your corner bevels with support loops on your lowpoly.
this is some of the least effcient use of texture memory i have ever seen!
you are getting like NO bang for the buck with those 2 2048 textures.
Thx for your comment Warby! I need critiques like that!
Ok for corners bevels!
For the textures, i am ok that they are blurries, i have planned to add micro details in materials for counter that. But i am not sure for the result.
If i do textures with a tileable texture, i will loose "geographic details" (i don't kown how to tell this in english:)) on my normal map!
ex:
It's not better to upgrade to 2*4096? and add micro details in materials?
You think 2*2048 is to big for 30 props?
PS : you learn me the expression "no bang for the buck"^^
here i did an example layout how i would handle the texture for your scene:
note how its 1 texture sheet not 2 gpus waste a bit of precious time when ever they switch from one object to the next its worse when the 2 objects have 2 different materials so the best case scenario would be ALL the meshes in your scene use one and the same material. thats of course not always possible but the closer to 100% you are the better so 90% is better than 30% for example
another advantage of my layout apart from performance is you will have much higher resolution for the most common occurring structure in your scene (wood grain) if you overlap the uvs of all your props onto the same area.
the unique stuff you marked in your shot i would put all of that tightly puzzled at the bottom of the texture and model some lowpoly geometry that you can map that stuff onto.
As well as having reuseable assets you can also have reuseable texture parts. The key to optimisation (and general practicality) is to reuse as much as possible without it becoming too obvious. With your assets, just bake down the basics such as rounded edges. Don't do detail like wood grain and cuts. You can have more assets and at a much smaller texture size on just one sheet with this and you don't need that much resolution to maintain the detail. You will get the texture density and the detail back with a tiling texture over top of this. This is where you get your detail such as wood grain and cuts.
Thx for comments! I corrected my texture atlas and continue the house!
I have almost done big objects, and now i place ropes and small details.
I will test water decals and particles for simulate waves on sides.
Lighting final will be with big moon and lanterns.
It remain some tunings on textures and doors.
This is looking very nice! I am looking forward to seeing the final renders. Are you planing on adding any buildings in the background? to me it seems a bit plan but I could understand if you just want this to be the main image. Also are you planing on adding some paint to the wood in some places? I feel like that could take this to the next level and it would not be that hard to add a Vertex Painting to the wood pieces.
i tested to add decals with paint texture, but it works only on direct lighting, if someone know how to render decals in the dark, i will take!!
I started the final lighting and ambiance.
know issues:
- Wood needs more gloss.
- windows don't have textures yet.
- i need a skybox with clouds!
- A lot of tuning is planned.
- it 's rain into the house
The first image is photoshoped for show the result i want, the others are not retouched:
Hey, this is beautiful! Just my opinion, but I think it's a little dark. You put so much detail into it and it's really difficult to see in the night shots.
This is a cool piece. I agree completely with anngelica, you definitely need to brighten up the scene as a whole. Also add either a few more lights to the house itself or the deck next to it. Few more tweaks and it will start to really pop. Keep going!
Nice up bro, great props
Yep too dark indeed...even the moon can lights the world with hard shadows you know
I really see a background like in the sceenie below...put some sheets on the water with a panner texture with some mist...just some hills on the background with some trees sheets aswell...just my 2 cents.
Keep up the nice work :thumbup:
PS: the lighting from the lanterns could be more orange since it is supposed to have a real flame inside...well, thats my point.
I'm really glad to see someone post a texture atlas with a modular build like this. I love seeing models, lighting, etc. But it really helps to see the textures as well to gain a better understanding of how to properly use a texture atlas with modular items. Thanks!
Replies
XD
I have almost modelize modular props for the house. I used Mudbox and max for the bakes. All props are contained in 2*2048 (empty areas are for ropes to come).
3dsmax import form Mudbox:
Uv packs:
Props in UE4 for lighting tests (for the moment, only normals and AO):
And the start of the house's creation:
C&C are welcome!
If someone have good tips for wood's albedo and rougness, don't hesitate to tell me!!:poly121:
They look like bad Ndo AOs and imo are destroying your presentation and will muddy your textures. For wood grain the AO should be super fine just to enhance the detail already there.
Otherwise keep the great work coming. You seem to be moving a nice speed!
Planned final lighting will be at night with some lanterns
BUT:
for the love of god do the wood with a highres tileable texture
and do all your corner bevels with support loops on your lowpoly.
this is some of the least effcient use of texture memory i have ever seen!
you are getting like NO bang for the buck with those 2 2048 textures.
Ok for corners bevels!
For the textures, i am ok that they are blurries, i have planned to add micro details in materials for counter that. But i am not sure for the result.
If i do textures with a tileable texture, i will loose "geographic details" (i don't kown how to tell this in english:)) on my normal map!
ex:
It's not better to upgrade to 2*4096? and add micro details in materials?
You think 2*2048 is to big for 30 props?
PS : you learn me the expression "no bang for the buck"^^
note how its 1 texture sheet not 2 gpus waste a bit of precious time when ever they switch from one object to the next its worse when the 2 objects have 2 different materials so the best case scenario would be ALL the meshes in your scene use one and the same material. thats of course not always possible but the closer to 100% you are the better so 90% is better than 30% for example
another advantage of my layout apart from performance is you will have much higher resolution for the most common occurring structure in your scene (wood grain) if you overlap the uvs of all your props onto the same area.
the unique stuff you marked in your shot i would put all of that tightly puzzled at the bottom of the texture and model some lowpoly geometry that you can map that stuff onto.
But keep at it looking great!
Thx for comments! I corrected my texture atlas and continue the house!
I have almost done big objects, and now i place ropes and small details.
I will test water decals and particles for simulate waves on sides.
Lighting final will be with big moon and lanterns.
It remain some tunings on textures and doors.
++
i tested to add decals with paint texture, but it works only on direct lighting, if someone know how to render decals in the dark, i will take!!
I started the final lighting and ambiance.
know issues:
- Wood needs more gloss.
- windows don't have textures yet.
- i need a skybox with clouds!
- A lot of tuning is planned.
- it 's rain into the house
The first image is photoshoped for show the result i want, the others are not retouched:
In my opinion I think it looked better during the day, it gave me a kind of Skyrim feel.
Can I see your texture sheet? I am interested to see how you handled the textures, they look great
Either way, awesome work!
Yep too dark indeed...even the moon can lights the world with hard shadows you know
I really see a background like in the sceenie below...put some sheets on the water with a panner texture with some mist...just some hills on the background with some trees sheets aswell...just my 2 cents.
Keep up the nice work :thumbup:
PS: the lighting from the lanterns could be more orange since it is supposed to have a real flame inside...well, thats my point.
@Warby that's actually helpful And hilarious at the same time.
Reflections are realtime in UE4 with the Sphere Reflection Capture actor... you just have to create a subtle roughness map