yay my first project in the polycount forums
building an environment based off of the phantom manor in disneyland paris. about 12hrs in so far. hopefully I'll have the modeling done by the end of the week so I can start texturing. let me know what you think.
inspiration:
Replies
but there's a lot of polys in the columns on the ground floor. Particularily the wrought iron on the top. It seems like this is a bit of an uneven distribution of polys to me.
its currently 44k tris. being my first high poly environment I'm guessing it'll probably around 500k when its finished.
close up:
Not sure if the wrought iron is too much or not. You could use an alpha to replace the interior detail if you wanted to but I think it would be just as expensive either way. Maybe look into making the cross-sections 3 sided rather than 4 sided?
keep at it though - it looks very promising.
I want to make this environment as detailed (if not a little more) than bioshock (or any high-end FPS). does anyone have a rough estimate of the architecture density. a wireframe would be even better, but I know that's impossible.
I don't see a problem with that, put the detail where the player is!
some ambient occlusion renders:
the sides of the house are cut around the glass portion of the window.
And yea, the cutouts for the glass isn't necessary unless you are planning on making transparent glass and interiors. I would add some roof tiles or whatever material you fancy. If you are going to have boards or a pretty flat surface i would just do them in a heightmap and add to normals.
this is my first real asset using normal maps. I'm using crazybump to generate normal maps from my textures. heres a test with the roof tiles:
the top is without normals. the bottom is with. still doesn't feel right to me. I'm not sure if I'm setting up the normal map correctly in maya. anyone got a tutorial?
I'll probably take out the siding. looking closer at reference photos its actually wood paneling, not siding. I guess a heightmap would help that too, but I've never made one of those. are there any tutorials for that also?
sorry, I'm pretty noob when it comes to advanced texturing. everything beyond a diffuse map is new to me.
Make sure bump-node in Maya is set to "Tangent Space Normals" not the standard "Bump Map"
are such a great design, very stylish.
my texturing pipeline has changed since the last time I worked on this. instead of crazybump I use the nvidia photoshop filter. the main reason I switched was because my crazybump demo expired, but I'm actually liking the nvidia photoshop filter better; its more subtle. its easy to go over the top with crazybump.
here's what I have textured so far (w/o HQ rendering):
here's a closer shot of the front door w/ HQ rendering and a point light:
I've taken out a lot of the detail and replaced them w/ normal maps. the actual door is just a single plane now =P
also the main wood texture loos sideways revise the dirt so the it goes vertical, horizontal wear and tear is much less than vertical from falling rain, drips etc
I can't believe I did that! :poly127:
I got so fixed on the details I forgot about the bigger shapes. seeing only the trees and not the whole forest kinda deal. I reworked the windows, roof, and deck to make them smoother. it's looking much better now thanks.
I'm almost done texturing. here are the latest screens. please let me know if you see any problems that I've missed.
I would suggest using a next gen engine for showing off your work instead of max. It is severely handicapping your final art piece.
phantom manor run-through (12.8mb)
http://www.rhoymand.com/3D/PhantomManorTest01.avi
some editor screencaps:
I think you could use masks to break down the shaders as the texture see are quite clean for a ghost house. Just plug a Lerp in the shader, use an alpha to use as a mask, your texture and a tiling generic dirt shader, I think you could get some nice results fast.
If you need any help how to do this, I'll be glad to answer, I don't know if you already know how to do this already.
I use this technique all the time and it works like a charm.
Edit: also, how about rendering your ambient occlusion and plugging it in another UV channel? It would help a bit to break the rough ending of that small porch where it meets the wall above the front door.
I've heard about lerps before from a tutorial I've read. basically its just combining two textures together with one of them masked by an alpha right? if thats the case, why do ppl do that in the editor rather than editing the diffuse texture itself in photoshop? the only reason I can think of is so you can mix and match more easily w/o actually having to make every combination.
I didn't know ut3 editor could bake AO. is it similar to baking light maps?
That's something I have been looking into. How do you make the material setup for that? Do you multiply the occlusion map(texture coordinate set to 2nd channel) with the diffuse or is it something different?
rhoymond: your stuff is looking good man:)
We do this because Unreal lets you plug in a Texture Coordinate and tile that generic dirt texture how you like. So basically you could have your dirt and wall textures for a wall texture tiled at 1.0, and that alpha mask texture will tile at .5 (or any value you like, can be .1) and as such, break your tiling even more because the pattern of the mask will be applied at a much bigger scale. So having a .5 values of tiling for a 512 texture would be like having a 1024 unique diffuse texture in Photoshop.
UT3 can't do it be default. We did have it for AO2 though, lucky us. It would bake it in a lightmap.
Here you go.
Notice how the CoordinateIndex (or map channel) is set to 1. This will be the 2nd UV channel you set in Max. CoordinateIndex set to 2 would be the 3rd UV channel and so on.
-Woog
-added specs to most objects. didn't notice how many things in real life reflect light even though they're not necessarily "reflective"
-dirtied everything using the lerp method
-raised/lowered the ground plane around the foundation to help break the straight edge
-unique UV map for the doorknobs (actually has a keyhole and details now)
more images on my website
one thing I would LOVE to do is displace the bricks with a bump map. but I can't get the tutorial (http://udn.epicgames.com/Three/MaterialsTutorial.html#Bump%20Mapping) to work.
Hey man, nice progress! Im new to the game editor environments too, but Ive been doing architecture for 5 years now... Assuming Unreal ED works anything like Hammer or Max, you can load a grayscale map as a displacement. The easiest way is to paint the map in Photoshop - Paint over a copy of your diffuse image, black for the grout, and a mid-grey for the bricks themselfs. The black will displace the grout back, and the mid grey (128,128,128 RGB) will leave the brick face undisplaced. If your carefull it should match up pretty well. Then again, not having actually ever used Unreal ED, I might very well be sounding like a twit right now... *shrug*
-Nick
yeah I've painted a greyscale bumpmap for the bricks already, but I can't get the shader network to work in unreal ed =/
honestly the trees were just away to hide the horizon. since they're a default unreal mesh I don't want to work on them more then I need to. with all the comments on the foliage I might just add a lovely dead garden though. and what pretell is a DOF?
Just use the Red BSP brush to cover the entire scene, so the Volumes-Post Processing volume and have it applied to the scene. Click on it's properties, then the Post Processing properties, and enable DOF. Might have to change the settings a little bit to get it to work right.
EDIT:
This explains it better (scroll to the bottom))
http://ut3.herniweb.cz/print.php?type=N&item_id=20