hi
Felt in love with that
artwork and i thought why not to do it "low poly" and bring it in udk, since i'm really bored of archviz, it will be a good execise to learn the basics of making modern game assets.
Here the wire (26k tris
ropes are eating...)
Shaded render
Texture test
Thoses are rendered into max with v-ray.
Even if it still a lot to do, i've already started to import all in udk, and i already have a lot of problems like this
ok i know there are some meshes with overlapping and other wrapping!!? (i've made 2 uv for each since lightmaps needs one)
But plz udk tell me which one the bloody hell has a problem, why does it cant name it?
Anyway i still have a lot to learn, help is more than welcomed
Ps, english is not my native language...
Replies
What am i doing wrong? i've tried different uv setups, tried to increase the lighmap res, got always this "dirty" look on my geo
For your overlapping problem ( I know you already corrected that but it might be useful ), if you're using 3Ds Max you can easily select overlapping UVs with the select menu>select overlapping polygons.
And for your black splotches maybe it doesn't come from the lightmap but the mesh itself, check you polygroups/soft edges/hard edge/custom normals, and your export/import settings ( normals/tangeant/binormals ).
For UE4, i'm planning to subscibe soon
Here where i'm am atm (materials need some love )
Quite satisfied with the result since i've been blocked with my previous mistakes^^ but there is still a lot to do to improve this piece, crits and tips are welcome
Lastly, UE4 is now free so there is no longer any reason not to use it.
here an update, i added a ladder and a crate, reworked a bit the textures and the metal material.
Since i started it in udk, i'll gonna finish it there, then i'll put it into ue4.
Or did you make this in zbrush, then paint it, then bake it down?
or did you convert your diffuse map to a normal map?
or am i just completely wrong haha.
For the diffuse textures, it might sound weird, but i've used the composite map in 3dsmax, i played with the layers/tiling/blend mode/masks and when i'm happy with the result i render the map (my wood diffuse consist in 3 photos+some masks and multiplied with an ao map)
For the normals, i used z-brush and xnormal, "sculpted" only 2 pieces of woods and used the same generated normals for the rest and did a quick sculpt on the metal pieces, for the ropes i did the baking into max.
Ps sorry for my english^^
Very cool man! Thank you!
Also your English is very good