Not a ton of big changes more composition and bug fixes.. Now the light shafts on some windows are acting up, I think they de-flagged them selfs However I did get the color and lighting more how we wanted it.
Made 3 more things.. a machine that scans, one that has a bunch of needles that inject/suck from the patient and another access computer rack.. plus a machine variant
(takes a long time to render both machines together so I rendered at a smaller res, just wanted to show them off together with all the stuff I've made so far for these machines)
Next up is a completely exposed front of one of the machine donut parts, should be kind of crazy but I'm gonna hit it up sometime in the next couple days, then I can get to the low's and textures
Woah i take a few days off and come back to see this!Major update goodies, those high polies are looking ace - after seeing the cars on ur site though id expect nothing less -nice stuff!
The background has added about 80% cool factor to this, it gives the building height a real sense of scale and dominance over the town below, keep going this is looking great!
You guys will have a badass final piece to show in the end. I was able to look at Mangled's city setup the other day and it was pretty cool. I am looking forward to see these machines textured. After seeing that chair I know they will be badass. Keep up the good work all of u.
Ok so between tightening up the graphics on level3 I decided to see what our statistical usage for this set is so far. That way we have a gaging point on how much resources can be used on the props and stuff.
Tri Breakdown:
Foreground building: 35,238
Background City: 7,798
Fx 221
Total: 43,257 (of the 250,000 allowed)
Texture Breakdown:
This is for the scene shell alone, not including any of the props (which have not been added yet). The black is used space the white is free space, so if you look at it We have used the equivalent of less then (3)1024s.
The high poly internal stuff is looking great! How long does it take you guys to make a piece like that? Just to clarify on the black & white texture specification image, when you say that you've used less than 3 1024 x 1024 maps, does that mean that you've used maybe 3 quarters of a 1024 in diffuse, normal and specular?
The high poly internal stuff is looking great! How long does it take you guys to make a piece like that? Just to clarify on the black & white texture specification image, when you say that you've used less than 3 1024 x 1024 maps, does that mean that you've used maybe 3 quarters of a 1024 in diffuse, normal and specular?
zeus,
You are allowed a 4096 for each pass. Meanign all your textures for your diffuse maps can equal up to a 4096. Then you get the same for you spec and normals pass.
When I say I have used less then (3) 1024 maps that mean I have used less then 3 maps equaling 1024x1024 for each pass (diffuse, normal, and spec).
man i thought i might get back here in time to delete my post before i looked like even more of a plank. Lol i just read on another thread that someone wrote that you can get 16 512s per 2048 map and that we get 2 x 2048. I think i need more sleep, ive ben reading this scary book thats kept me up till 2 the last few nights....
Anyway, lol i was figuring "hmmm 2 x 1024 = 2048" when obviously its 4 x 1024 = 2048. Man i feel like a complete noob.
- Note to potential employers who read this....i am not really an idiot....honest"
Thanks for helping get the message into my stupid head lol
Oh FFS, cheers Adam lol! Its like i figure it out at each level. Like i figured out that 4 x 512 = 1024 and was like "phew, almost looked an ass there" Then i go and figure that 2 x 1024 = 2048?! Then once thats cleared up im like "phew, i almost really looked an ass there" - then i go and figure that 2 x 2048 = 4096?! (though granted someone else made that mistake too) so now i guess ill just admit that i am i complete nob head.
Sorry for lowering the pro standard of this thread with my non-sensical whitterings. Thank for cleaeing it up....now what exactly do they mean by "triangles".......
I know right! It is hard to believe people where complaining that a 4096 per pass was not big enough. I doubt we will come close to using the limit....
Yeh definitely, Id be surprised if anyone came close! Im going to use the excuse that my brain is so mathematically finely tuned that it couldn't understand that 2 x 1024 didn't equal 2048. I've now updated my thread with a handy pic to help me remember the spec break down lol.
Anyways, back on topic - the high poly modelling is looking awesome, i've got this entry pegged for the win tbh. Im really looking forward to how and where you put all the machines in the scene!
these models are awesome but I really must ask how the hec will you do normal maps on that many small parts?
Thanks Ged, there's really no secret method to it, there are a lot of repeating elements for that reason along with semi-clever unwrapping and there shouldn't be a problem baking this stuff. I have no concerns with these models, I try to keep in mind how the unwraps and lows will need to be as I'm making my highs and tailor any pieces of the high to that if necessary.
If you're that low on texture usage it may be worth it to really stretch out that base wall texture, maybe even 1024x4096 or 512x2048, depending on the res you currently have. My main problem with that texture how it is now, is that the detail is completely uniform, so stretching it out and really doing some nice specfic, unique detailing on that texture would ad a lotttttt imo.
Heres some refs, the main point is just use a longer texture, so you dont really have to worry about tiling issues, it will go a long way.
Alternatively you could clean up that texture a bit, remove some of the noise/overlays and such and add in some more specific details with decals. So you get some nice contrast between the damaged/undamaged areas.
Earthquake,
Thanks for the tips! I have debating this exact thing for a bit now. I am kinda on the fence holding off about it till the machines get in. This will fill that whole back wall and hence hide some of the most noticeable spots of uniform ware. I also have plans of adding unique detail as you had mentioned like parts of the paper really peeling off and such. However again I wanted to wait until the machines where in so I can see exactly where adding these items will get the most bang for my buck.
As I, and I am sure you do I review quite a bit of art tests. Our current one has been tried and true by many people so I know the specs are fair and within reason. With that being said I question a lot of times why people have not used the full resources given to them. With this project I think we were given way too much texture space, and although most of the time with tests I believe in maxing out resources given to you in this case I think doing that would be a senseless waste. Making my base texture a 1024x4096 just because I can is not good game art. In fact you take into play mip-mapping and how many pixels in the final render that texture is using and it is again "senseless waste." I would never do that in making game art and I would not advocate such practices just because I got a huge texture budget for a game comp.
I guess thats my 2 cents on the matter. I agree the wall can use some breakup, and will be sure to add those elements but will do it by the decal method mentioned.
This is really coming along nicely guys.
Props are looking SLICK.
I agree about the textures. However, make sure the pixel count is available for close up pimp shots;)
B
This is really coming along nicely guys.
Props are looking SLICK.
I agree about the textures. However, make sure the pixel count is available for close up pimp shots;)
B
Oh there is if I have it my way it will be right up on artem's bad ass machines and he should have enough texture space left for that
I would tend to argue that, as your scene currently stands, that texture is probably taking up a very good chunk of viewable area, so i wouldn't go as far to say giving a little more space there is wasteful. But i definitely see your point.
As far as the specs being too high, from talking to Adam and Fred, it was pretty clear that they wanted to keep this as loose as possible, to try not and limit creativity. In hindsight, looking at the actual target render size, its a pretty good argument that it is a bit excessive. But as you say, good game art does not only look great, but is efficient as well and it is up to the individuals to balance that technical efficiency with the overall quality, and i think its stated that that will be considered in the judging as well.
i expect to see textures by the end of this week like you said Artem!
I will try There's still some work to be done at work, but there has been a tremendous amount of time that has freed up to work on this stuff. I'm hoping to get a lot done by the end of the weekend (lows, uvs, bakes, textures). We'll see how it goes, but I'll keep this thread updated as things progress.
Replies
Made 3 more things.. a machine that scans, one that has a bunch of needles that inject/suck from the patient and another access computer rack.. plus a machine variant
(takes a long time to render both machines together so I rendered at a smaller res, just wanted to show them off together with all the stuff I've made so far for these machines)
Next up is a completely exposed front of one of the machine donut parts, should be kind of crazy but I'm gonna hit it up sometime in the next couple days, then I can get to the low's and textures
I cant wait till we get to compile it all together!
The background has added about 80% cool factor to this, it gives the building height a real sense of scale and dominance over the town below, keep going this is looking great!
Internal update:
Lookin hot!
Tri Breakdown:
Foreground building: 35,238
Background City: 7,798
Fx 221
Total: 43,257 (of the 250,000 allowed)
Texture Breakdown:
This is for the scene shell alone, not including any of the props (which have not been added yet). The black is used space the white is free space, so if you look at it We have used the equivalent of less then (3)1024s.
zeus,
You are allowed a 4096 for each pass. Meanign all your textures for your diffuse maps can equal up to a 4096. Then you get the same for you spec and normals pass.
When I say I have used less then (3) 1024 maps that mean I have used less then 3 maps equaling 1024x1024 for each pass (diffuse, normal, and spec).
Does that clear it up a bit?
Anyway, lol i was figuring "hmmm 2 x 1024 = 2048" when obviously its 4 x 1024 = 2048. Man i feel like a complete noob.
- Note to potential employers who read this....i am not really an idiot....honest"
Thanks for helping get the message into my stupid head lol
you get 4x2048
(4)2048 = (1)4096
Sorry for lowering the pro standard of this thread with my non-sensical whitterings. Thank for cleaeing it up....now what exactly do they mean by "triangles".......
[Jokes]
Anyways, back on topic - the high poly modelling is looking awesome, i've got this entry pegged for the win tbh. Im really looking forward to how and where you put all the machines in the scene!
Thanks Ged, there's really no secret method to it, there are a lot of repeating elements for that reason along with semi-clever unwrapping and there shouldn't be a problem baking this stuff. I have no concerns with these models, I try to keep in mind how the unwraps and lows will need to be as I'm making my highs and tailor any pieces of the high to that if necessary.
Thanks dude! The internal piece took about 3-4 hours to make, while the rest of the machines I've made took an accumulated 15-18ish hours I think.
Another update:
Heres some refs, the main point is just use a longer texture, so you dont really have to worry about tiling issues, it will go a long way.
http://cgtextures.com/texview.php?id=23513&PHPSESSID=786c75c8c17c2fc5d33524f4e14f2bb9
http://cgtextures.com/texview.php?id=23543&PHPSESSID=786c75c8c17c2fc5d33524f4e14f2bb9
http://cgtextures.com/texview.php?id=18156&PHPSESSID=786c75c8c17c2fc5d33524f4e14f2bb9
Alternatively you could clean up that texture a bit, remove some of the noise/overlays and such and add in some more specific details with decals. So you get some nice contrast between the damaged/undamaged areas.
Thanks for the tips! I have debating this exact thing for a bit now. I am kinda on the fence holding off about it till the machines get in. This will fill that whole back wall and hence hide some of the most noticeable spots of uniform ware. I also have plans of adding unique detail as you had mentioned like parts of the paper really peeling off and such. However again I wanted to wait until the machines where in so I can see exactly where adding these items will get the most bang for my buck.
As I, and I am sure you do I review quite a bit of art tests. Our current one has been tried and true by many people so I know the specs are fair and within reason. With that being said I question a lot of times why people have not used the full resources given to them. With this project I think we were given way too much texture space, and although most of the time with tests I believe in maxing out resources given to you in this case I think doing that would be a senseless waste. Making my base texture a 1024x4096 just because I can is not good game art. In fact you take into play mip-mapping and how many pixels in the final render that texture is using and it is again "senseless waste." I would never do that in making game art and I would not advocate such practices just because I got a huge texture budget for a game comp.
I guess thats my 2 cents on the matter. I agree the wall can use some breakup, and will be sure to add those elements but will do it by the decal method mentioned.
Props are looking SLICK.
I agree about the textures. However, make sure the pixel count is available for close up pimp shots;)
B
Oh there is if I have it my way it will be right up on artem's bad ass machines and he should have enough texture space left for that
As far as the specs being too high, from talking to Adam and Fred, it was pretty clear that they wanted to keep this as loose as possible, to try not and limit creativity. In hindsight, looking at the actual target render size, its a pretty good argument that it is a bit excessive. But as you say, good game art does not only look great, but is efficient as well and it is up to the individuals to balance that technical efficiency with the overall quality, and i think its stated that that will be considered in the judging as well.
Thats what I was waiting to hear..... WOOT
I will try There's still some work to be done at work, but there has been a tremendous amount of time that has freed up to work on this stuff. I'm hoping to get a lot done by the end of the weekend (lows, uvs, bakes, textures). We'll see how it goes, but I'll keep this thread updated as things progress.
very good work