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[UDK] Medieval Tavern WIP

polycounter lvl 7
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DanielPeres polycounter lvl 7
Hey guys, I decided to start working in a small environment to practive some of my skills and so far I am doing all right. Right know I am already moving to the textures and importing into UDK.

This is what I have so far:
RfVdUku.png
Now I am working in the supports of the roof and I have run into a problem. So I want to keep those hard edges so I want to subdivide the mesh inside Zbrush without the smooth option on, the proble is that this will keep my hard edges but won't smooth the edges in the side of the mesh. How should I achieve what I want in this case? I have a lot to learn about zbrush yet...
GqxNPx8.jpg

Replies

  • Braddish
    You can use creases inside your modeling software on the edges you want to retain hard. Then in zBrush, subdivide it with smooth turned on. Those creased edges will not smooth, but the rest will. Once You've subdivided it enough times, you go to Geometry>Crease>"UnCreaseAll". This will delete the creases and you can smooth further while actually rounding the edge off a bit.
    In order to bring creases into zBrush, you need to use the GoZ plugin though. obj files do not support creases.
  • DanielPeres
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    DanielPeres polycounter lvl 7
    Thanks a lot Braddish I think that might be the best way to go around it. I also tought about adding a turbosmooth inside max with smoothing groups check box on so that would do the trick but would give me less control on the edges inside ZBrush. Your pipeline seems better :)
  • DanielPeres
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    DanielPeres polycounter lvl 7
    There is something I have been wondering. What do you guys think about triangulating a mesh before baking the normals and exporting to the game engine? I have been doing that so that I don't get errors in my normals when I export the meshes to UDK but now I have been wondering, is that really necessary?
  • DanielPeres
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    DanielPeres polycounter lvl 7
    Small update on the scene. Floor and back wall textures made using Substance Designer 4 (first 2 textures in that tool).

    Fd0ONsp.jpg
  • DanielPeres
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    DanielPeres polycounter lvl 7
    So I've been working in some procedural texture in substance designer so that I then start texturing everuthing. Today I was trying to work in a rock wall texture and I got into some problems. I was trying to use some imported SVG files and the problem is that when I try to use a normal node or a tile node it just does nothing. Here is an image that explains what is happening:

    HzrqI0h.jpg

    I have been searching all over google for people with this kind of trouble and before I ask allegorithmic what is going on I want to see if someone here can help me :)

    Thanks in advance :D
  • creamsodaser
    Are you trying to tile that black spot?
    Because i think that it is working. since the default tile generator output are these little squares

    Make sure you set the tile generator background color to something else other than black just to be able to see any gaps in the tiling and fix accordingly.

    Also, you dont seem to have the latest SD version. I think there was a few changes in the tile generator parameters.

    Not sure if i helped, but, keep the questions coming.
  • DanielPeres
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    DanielPeres polycounter lvl 7
    Thanks for the reply cramsodaser. I tried what you said and still got the same problem, I changed the background color to white and I am still getting everythin white, my svg is now showing in the tile generator. Odd thing is that if I attach the svg to a normal node the same happens and nothing appears in the normal node :/

    Yeah I do need to update SD
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