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{wip} watchtower

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 :s ropes are eating...)
564876WireFrame.jpg
Shaded render
250001Shaded.jpg
Texture test
654081Texturetest.jpg
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
827288Sanstitre.jpg

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

  • fadox
    I finaly got rid of all the errors, now i'm fighting against black splotch on the geometry
    412695ZZzzzZZZzzz.jpg
    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 :s
  • Texelion
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    Texelion polycounter lvl 8
    I suggest using Unreal 4 if you want to learn how to create "modern game assets", because UDK doesn't have PBR shaders and some other features.

    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 ).
  • fadox
    Thx for the help ,checking normals/binormals helped a bit, but still had some splotches, had to rescale my meshes and raise my lightmaps res to get some "ok" results (my lightmaps goes from 128 for a single plank to 512 on some meshes :s)
    For UE4, i'm planning to subscibe soon ;)

    Here where i'm am atm (materials need some love :s)

    799155udkscreen2.jpg

    179618udkscreen3.jpg
    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 ;)
  • Nosslak
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    Nosslak polycounter lvl 12
    Looks very nice. I would paint in some more dirt (via vertex painting if you're using tiling textures) to increase the contrast a bit more. Also I know that the concept doesn't show it but I think you should add some kind of ladder to it as that would make it a bit more grounded in reality.

    Lastly, UE4 is now free so there is no longer any reason not to use it.
  • fadox
    Hi

    here an update, i added a ladder and a crate, reworked a bit the textures and the metal material.

    834478WIPwatchtower.jpg

    259012WIPwatchtower02.jpg

    803492WIPwatchtower01.jpg

    Since i started it in udk, i'll gonna finish it there, then i'll put it into ue4.
  • pmiller001
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    pmiller001 greentooth
    very cool Watchtower partner!. As for your textures how'd you do em? did you hand paint these? or use photos or what?
    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.
  • fadox
    Thx

    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^^
  • pmiller001
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    pmiller001 greentooth
    fadox wrote: »
    Thx

    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
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