Kind of a weird situation, There is a class at Ai that is making a game and although I'm not attending Ai, I'm helping with the project building some assets.
The game is called Aether, a first-person shooter that takes place in the 1800's. It has a steampunk genre with ZOMMMBBIIEEESS (most likely powered by steam
).
Although It's being made in UE2, I'm still going to make normal maps and such. Anyways, here's the start:
Trying to figure out a way to make it steampunkish (and still make sense). Any ideas?
Replies
http://www.crabfu.com/steamtoys/diy_steampunk/
EDIT: The whole thing will be highpoly, it just isn't yet
and yeah more out let pipes. Stylize this baby.
AI making a game huh? This for prototyping?
sorta like in this drawing,
http://www.crabfu.com/steamtoys/diy_steampunk/fix.jpg
with the giant metal tractor wheels.
And dont forget the cool machined panels, like mech parts, but with gears visible underneath
It's going to be highpoly so that's why there are "wasted poly's" and I still plan to add lots of tubes and cranks and gears.
Jesse: Yeah this is for a prototyping class. By the looks of it it's probably going to be a decent game! Cross your fingers!
Here's progress:
High poly done, currently working on low poly:
On the plus side I did get the normal map done.
if your UVs are overlapping, move the duplicate versions out of the 0-1 range (by exactly 1 uv unit, so they still line up, but won't be baked to).
If that doesn't work, try turning off shadow casting properties for your lowpoly mesh.
This is looking really cool, i'll be interested to see how the texture turns out!
keep it up
Also, (and I don't know why) but AO maps seem to have a bit of a blue-ish purple tint to them, so don't forget to desaturate.
I de-saturated the AO, thanks konstruct.
Gonna be picking up a lot more speed on this thing now. so, get ready for lots of updates!
Obviously it's very WIP with the textures still but C&C's are very welcome.
...Although, honestly I don't know what a uv unit is exactly so I didn't know how far I should move it, could you explain? ...
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Here is the link from Ben's site.
ben's tut
Basically, UV map area is coordinated with value of 0 to 1 on each axis. Overlapped part of your UV map can be moved either U or V direction (either positive or negative direction), and still it recognize your texture belong to it. WIthout knowing which 3d s/w you are using, but any of 3d package should be able to do so.
Hope this help.
By the way, I'd love your works...
Vertexguy, I originally had it all metal but it wasn't looking that good. ( http://i65.photobucket.com/albums/h201/VeryKeen/carriageV8.jpg ). I took a look at a lot of the steam boilers through this site
http://www.crabfu.com/steamtoys/diy_steampunk/ and found about half of them have wood paneling. Plus I think it gives the model more unity with wood on the boiler and on the carriage.
So I'll probably keep it with wood paneling unless more people think otherwise. But thanks for the feedback! I'm definitely going to try and address your other comments.
The base textures are done. I'll start adding a lot more detail to it tomorrow.
Question for you guys, Since the windows aren't see through, how would you go about making the texture look like a window?
Progress:
Hawken - That's the coolest idea ever, I would have never thought of that. Took a while to remodel, unwrap and such, but it was worth it.
Vertexguy - good call on the wider panels. I think it looks better this way.
Here's Progress:
I like the color scheme ya have going now, but ya need to work with the spec most def to help the metal pop out more.
Keep it up your doing good work.
Edit: One thing that always bugs me when people work with wood as a material. They think they can get away with applying a wood pattern to their entire texture and mask out the areas that aren't wood. What you get when you do this is a mess, the wood grain pattern runs right over the boundaries of the individual wooden pieces making it look like the entire thing was carved out of one solid piece of wood. Break up the pattern, flip some pieces around, use different types of wood taken from different sources.
Ran into a problem when trying to import this into UE3. I can't seem to get the alpha on the windows working correctly. Here's a screenshot of what I did, anyone see what I'm doing wrong?
And here's what it looks like in UE3:
Also you should have your alpha going to the opacity channel too. See if that works for ya.
I actually tried that Jesse, but it didn't seem to work, so I tried this tutorial. http://www.hourences.com/book/tutorialsue3mated.htm
I also used your tutorial for importing meshes, so thanks! And I'll try your second suggestion and see if I get a good result.
But I'd recommend making most of the steel there brass colored like the pipes, make them more red/pinkish like copper.
I like lots of brass copper, more than steel for steampunk stuff. personal opinion. Looks cool though.
I dont fully understand what you are trying to accomplish with your alpha. Youve used OpacityMask, it wont be translucent this way. You are aware of that? Using Masked will simply make the windows disappear (or everything else except the windows). If you want translucent windows, you should split it into two material ids.
As mentioned you should indeed try to merge the alpha with diffuse/spec/etc as it is a waste of space what you are currently doing. The reason your alpha map might not work right now is because it simply doesnt exist? Are you sure the texture actually has an alpha map (dxtc5) ? Why dont you simply connect the red green or blue channel of that TextureSample? The result will be identical, and you wont even use Alpha..
Gonna mess with it in Unreal now and try to get the Alpha to work in there.
Hourences I'm pretty new to Unreal so I'd like to do a lot of those things you suggested just as soon as I figure out what they are. But I'll try and make the Alpha work within the Diffuse map.
to really punch the steampunk feel, you could make the entire barrel on the back made of brass, rather than wood. brass drums and kettles and such instantly sell steampunk to the viewer
Also added more poly's to the wheel to round it out more.