Really nice material work. Substance Designer is the best! Looking forward to how you tackle the rest of the brick material, really interesting shapes and mortar sloppiness in there
Hey guys, sorry for the lack of updates. Here is a small dump on things i finished lately.
Claymore IED. I'm currently working on the back part. Front is towards the enemy though
Here is the same claymore after a few drinks:
Miniaturized warship (from WWI).
Toolboxes. They all share the same texture (1x2048)
Wood palettes (2x2048)
I had this lamp that i wasn't happy with, both on how it was textured and in terms of the polycount. So i've optimized it a bit, rebaked and retextured everything to better reflect my current skill:
Sorry for the lack of updates. Hope that everyone is safe at home!
Here's how the scene is coming along. This is a medium quality lighting bake on UE4. There are some lightmap issues, stuff to add and stuff to modify, but i believe i'm close to complete this portion of the environment:
Some wip shots of the overall structure:
Also, i've made a proper shader for these windows:
Here are some of the things i've managed to finish in the last month or so (i lost track of time with all the things happening in the world).
Some power-related stuff. They all share a 2k texture set:
Prybars (1 x 2k texture for both):
The following tools share the same 2k texture set:
x
Hacksaws (1 x 2k texture set):
Screwdrivers (1 x 2k texture set):
Some stuff for the lab portion of the environment, a burner and a propane tank (2 x 2k texure set):
I have just the normals and AO for this cinder block wall. I'm redoing it from scratch since i wasn't too happy with my last one. SD only:
here's where I'm at. I removed the skylight for multiple reasons... so I've started adding multiple dynamic point lights to fake light bounces around - that alongside a medium quality bake. This is not final though.
Some props i've finished. Pliers and a cable stripper (1x2k texture):
Some small electronic pieces and other stuff (they all share a single 2k texture):
Multiple hammers (1x2k for all):
A cabinet that i'll be adding to the lab area of the environment (1x2k texture):
Finished a new cinder block material. Not 100% happy with it but it's better than what i had earlier:
Thanks everyone for the positive feedback, I really appreciate it
@Tzur_H I don't strictly follow a texel density. Honestly, that's one of the subjects that I never took a grasp on sadly, despite reading countless articles about it lol
what I usually do is never go bellow 100 in this arbitrary number in RizomUV. It calculates the texel density based on your planned texture resolution:
From my experience that was enough to get a relatively consistent texture resolution across the board. It's sort of a smooth brain solution but it just works ™.
@Ashervisalis That's a tricky question I'm just using this experience on my first environment to learn a lot of subjects related to environment creation. Been learning about lightmaps (and creating custom ones - most of my props have custom and optimized uvs for lightmaps), creating trim textures, tileables in Substance Designer, light baking, UE4 shaders, color grading, composition, how real-world cameras work (shutter speed, aperture, and all that stuff) to understand better how to properly set them up in UE4...
There's a lot of stuff that I'm willing to learn with this, so i can't give you a precise answer
Your modeling it fantastic! Definitely focus on your material separation. Overall gloss/roughness amounts tend to run together, and they should be clearly separated. This is what sells the materials. Wood IS different from concrete. Subtle stuff like that just takes it to a new level.
Replies
Finished this concrete material over the weekend. It'll be used in the basement floor
Finished this modular set of pipes. 1x2048 texture:
Also, shelves (1x2048 texture too):
Thanks for everyone for commenting so far! It makes all the difference
Finished this staircase for the basement. 2x2048 texture.
Finished this vintage lab trolley, 1 x 2k texture
And yes, would also love some more videos and/or breakdowns
Here is a small update. Made this wall unit for the lab portion of the environment:
and these steel beams for the structure of the basement (1 x 2k texture):
Thank you!
Do you Bake eveything right?
I would like to see more texturing breakdowns, maybe how you approach it
Speaking of bakes... i've started doing the low poly models of the claymore ied's. Here is the first bake:
Here is another bake i've just finished. This time a propane tank and burner
Also, this wood material i made a while ago but forgot to post it
it's being used for the wood beams on the ceiling
Edge decals provide some softness to the meshes as the beams use only tileables
The lab area though is not, so i'm trying to lay out the props in a way that feels pleasing to look at.
2x2k textures
Used dynamesh to generate the low poly. Looks like a lot, but both meshes are a sum of 3k polies. Saved me a lot of time
Merry Christmas!
Bake based on a folk art of a R101 airship that i found online. Made from a mortar! It will fit perfectly in the scene
I have another sculpture of the sorts coming soon
Claymore IED. I'm currently working on the back part. Front is towards the enemy though
Here is the same claymore after a few drinks:
Miniaturized warship (from WWI).
Toolboxes. They all share the same texture (1x2048)
Wood palettes (2x2048)
I had this lamp that i wasn't happy with, both on how it was textured and in terms of the polycount. So i've optimized it a bit, rebaked and retextured everything to better reflect my current skill:
Step ladder
Thanks for visiting
Sorry for the lack of updates. Hope that everyone is safe at home!
Here's how the scene is coming along. This is a medium quality lighting bake on UE4. There are some lightmap issues, stuff to add and stuff to modify, but i believe i'm close to complete this portion of the environment:
Some wip shots of the overall structure:
Also, i've made a proper shader for these windows:
Here are some of the things i've managed to finish in the last month or so (i lost track of time with all the things happening in the world).
Some power-related stuff. They all share a 2k texture set:
Prybars (1 x 2k texture for both):
The following tools share the same 2k texture set:
x
Hacksaws (1 x 2k texture set):
Screwdrivers (1 x 2k texture set):
Some stuff for the lab portion of the environment, a burner and a propane tank (2 x 2k texure set):
I have just the normals and AO for this cinder block wall. I'm redoing it from scratch since i wasn't too happy with my last one. SD only:
That was all, thanks for visiting
here's where I'm at. I removed the skylight for multiple reasons... so I've started adding multiple dynamic point lights to fake light bounces around - that alongside a medium quality bake. This is not final though.
Some props i've finished. Pliers and a cable stripper (1x2k texture):
Some small electronic pieces and other stuff (they all share a single 2k texture):
Multiple hammers (1x2k for all):
A cabinet that i'll be adding to the lab area of the environment (1x2k texture):
Finished a new cinder block material. Not 100% happy with it but it's better than what i had earlier:
Thanks for visiting
what texel density are you using here?
@Tzur_H I don't strictly follow a texel density. Honestly, that's one of the subjects that I never took a grasp on sadly, despite reading countless articles about it lol
what I usually do is never go bellow 100 in this arbitrary number in RizomUV. It calculates the texel density based on your planned texture resolution:
From my experience that was enough to get a relatively consistent texture resolution across the board. It's sort of a smooth brain solution but it just works ™.
@Ashervisalis That's a tricky question
I'm just using this experience on my first environment to learn a lot of subjects related to environment creation. Been learning about lightmaps (and creating custom ones - most of my props have custom and optimized uvs for lightmaps), creating trim textures, tileables in Substance Designer, light baking, UE4 shaders, color grading, composition, how real-world cameras work (shutter speed, aperture, and all that stuff) to understand better how to properly set them up in UE4...
There's a lot of stuff that I'm willing to learn with this, so i can't give you a precise answer
Bumping with a retexture (and rebake) of an old cabinet that i wasn't too happy with. 1x2k texture:
I tried my hand to retexture this mine i had and wasn't happy with (1x2k texture):
My main ref: