Comicon entry. It's not really spectacular, but it was something that I've been wanting to do for a looooooong time. It's not actually much fun to make a stylisation like this, I had to redo a lot of boring plants and made a another bunch of boring plants that never made it in.
Try adding some more rocks along the path. Maybe some old rusted oil drums or an abandoned vehicle left to rot away. Some type of wooden bridge over the top crossing over.
konstruct: yeah, terrain editor For the texture I simply created a tiling sculpted surface in ZB, and one small random rock, imported them in 3Dsmax and optimized like Peris tutorial, then scattered the rock over the surface, bakedown normal, AO, and voil
Does UE3 let you use masks for blending between ground textures? If so, you might want to get a nice mask on there so it looks like the sand is between all the rocks and stuff.
You can do that better with Vertex colour blending.
Or you could do that. I'm not terribly familiar with shader setups in UE3, but after looking it up, it seems that's what you'd want to get things blending nicely.
pointed out some reference shots of tunnels where a lot of their lighting was hitting the bottom/road area and the ceilings were really just bounce lighting, so I went for that.
I'll be moving on to the final accent props (vents, wood skid, etc) before I come back to the lighting so this is it for a while:
ParoXum, The lighting in the shadows looks really flat Get some blue fill lights in there. You should also add more terrain layers and some smaller objects on the terrain. Maybe some color variation on the rocks with vertex painting.
adam, have you thought about adding some waves or ripples around the robots foot? I think it would help give the robot a sense of moment. Like the robot jumped back after seeing the tentacle.
konstruct: yeah, terrain editor For the texture I simply created a tiling sculpted surface in ZB, and one small random rock, imported them in 3Dsmax and optimized like Peris tutorial, then scattered the rock over the surface, bakedown normal, AO, and voil
full of win fletch,
unless you want to go more detailed on the fur, id say keep going like you do, its a great style
and i wont mind the background being a slightly lesser white, it kills my eyes
Hit Ctrl+L and pull the black slider to the right a bit.
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But yeah, im loving that environment so far. I dont agree with the crit above (sorry), It just seems that anything that dark is just covered by normals. Looks great as it is, perhaps some color in crevices.
[iWi]: I personally never use so dark tones in my diffuse maps, because you never know from where the light might come from, and a black place in the texture is a fail place for lighting, but that's just me I prefer to let the geometry take more depth than put more in the texture, so that way lit meshes have more chances to create self/shadowing/ darker crevices.
JFletcher : that's a great sketch, and it has just started
commander_keen : Roger that, will add some specific fill light to the rock assets, there's already some fill light but it might be washed out by the skylight. I will re-adjust settings. Thanks.
pointed out some reference shots of tunnels where a lot of their lighting was hitting the bottom/road area and the ceilings were really just bounce lighting, so I went for that.
I'll be moving on to the final accent props (vents, wood skid, etc) before I come back to the lighting so this is it for a while:
Looks great as always, but what's up with the door? Is it me, or is it kinda unreadable? The way it's opened also isnt helping I think.
Couple of pickups for a game project I'm trying to get off the ground. I'm new to the whole hand-painting textures business, so if you have any crits / comments I'd like to hear them!
Couple of pickups for a game project I'm trying to get off the ground. I'm new to the whole hand-painting textures business, so if you have any crits / comments I'd like to hear them!
I love it , i wish you were working for telltale, then the Monkey Island Episodes would finally look excellent.
Replies
About the textures, try forcing LODBias to -1 under the texture viewer.
If only I didn't underestimate that LOD_Group feature. Thanks a lot for the advice
damn adam, this is awesome, keep it coming
Next step, the string / export to ued and "toon" effect.
Did some transitions, and rays. What could I add more now ?
Try adding some more rocks along the path. Maybe some old rusted oil drums or an abandoned vehicle left to rot away. Some type of wooden bridge over the top crossing over.
Perhaps some bones and a crazy skeleton?
PIMP!
add some scrub brush and cacti, maybe a few rocks etc..
Or you could do that. I'm not terribly familiar with shader setups in UE3, but after looking it up, it seems that's what you'd want to get things blending nicely.
I'll be moving on to the final accent props (vents, wood skid, etc) before I come back to the lighting so this is it for a while:
an elevation change or a bend might add a bit of intrest
kp, you're insane. show us more.
cacodemon:
here is the final HP it aint too crazy but there's enough detail on it that it doesn't look to busy.
Looks awesome
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Almost forgot about this sketch, just started painting over it now:
Any tips on fur?
unless you want to go more detailed on the fur, id say keep going like you do, its a great style
and i wont mind the background being a slightly lesser white, it kills my eyes
hm , not sure but what about some re-touch under photoshop :
Yours -
mine -
Yours -
mine -
( not necessarily the normal map ), it's just quick view.
Hit Ctrl+L and pull the black slider to the right a bit.
--
But yeah, im loving that environment so far. I dont agree with the crit above (sorry), It just seems that anything that dark is just covered by normals. Looks great as it is, perhaps some color in crevices.
EDIT:
updated my image.
JFletcher : that's a great sketch, and it has just started
commander_keen : Roger that, will add some specific fill light to the rock assets, there's already some fill light but it might be washed out by the skylight. I will re-adjust settings. Thanks.
Peris: good point.
But the SUB-BLACK?
JFletcher: Good start on the painting - I like the texture you create with your brushstrokes.
Experimenting more with textures and materials in Mudbox. Shots are from Mud viewport with a little post in Photoshop.
This thread is full of win, keep it coming guys!
Couple of pickups for a game project I'm trying to get off the ground. I'm new to the whole hand-painting textures business, so if you have any crits / comments I'd like to hear them!
Working no cammy: searching for good proportions.
I love it , i wish you were working for telltale, then the Monkey Island Episodes would finally look excellent.