using four 512 textures. tiling green wood, white wood, unique elements, and one for AO that im gonna multiply in unreal on 2nd channel.
I will add more dirt and weathering using decals in unreal later.
EDIT: did you guys know...that....if you take the max background and multiply it by itself 3 times, it will be the exact same color as the polycount background?
Is there a way to tile textures on a static mesh in UT3? I've been wondering for a while, seems to me that you just have to use UVs to make the tiles. Any advice?
I don't know if your going to do it with a brush in Unreal, but are you going to make entrance plank for them to get on the ship? Will there be a mast and sails?
Is there a way to tile textures on a static mesh in UT3? I've been wondering for a while, seems to me that you just have to use UVs to make the tiles. Any advice?
yea just take a texture coordinate node and plug it into the uv input node on the texture sample node and then you can adjust the tiling in unreal.
Hey guys here is an update on the progress on the ship I am working on. I am using the same technique 00Zero did on his boat. Using various 512 x 512 tiles.
Some tweaks still need to be done to this. I am going to make the front details I had in the earlier progress shots as seperate assets. I want to spend some quality time on them and make them really nice. The stairs texture is on its way too.
Other things like the mast, lifeboats, and other boat objects will be made as separate assets.
Since your wood tiles seems a lot similar, wouldn't it be better to create a grey scale one and change its color into different UT3 materials ? I don't know if you planned to do it, but I just felt like I had to do it since your contest might have a texture space limit.
nevermind. i messed around some more and got it to work.
its like a NODE JUNGLE in this material haha. man much more complicated than i thought it would be. thanks for the suggestion though, this will save us a buttload of texture space
Here is the second pass. I added some pebbles and cracks on various spots through the asset. I even gave it a little character and added a little patrick the starfish
As far as the planks stuck into the rock, we will be using existing meshes to just stuck into the rock. Typing this out reminds me that i need to put some sort of crackage around where the planks are stuck in.
hey guys. i got all of what we have finished so far into the level.
lighting is temp. there are no lightmaps baked in yet. so everything is very blah still.
placement isnt final either, just had to dump it somewhere so that it wouldnt get deleted from the package. (shakes fist at unreal). k. what do you think? any crits?
Dude this is sweeeet! And that croc is spot on. I am really glad to see everything coming together. The only thing I would say is to watch out for the skin scale size on the shoulders, it goes from rather large to pretty small where it meets the body causing some seamage.
Looking great!!! The croc clock turned out great for sure. Everything is looking believable and once it's place around it'll be very convincing of the real thing. Keep up the good work.
Wow. I missed that crocodile clock by always skipping to the last page. Amazing work. I didn't even notice it in the picture until I saw the model of it.
Its been hectic at school and none of us has had the chance to post much stuff up due to our finals etc. Just letting you all know we have a lot of stuff in the works and we are still going strong. Zero is falling behind but don't worry I am backpacking him through his tough times.
For now here is a chair I made for the bar part of the scene with a special message.
Man this scene is awesome. I don't suppose I could bug you to see the flat of that warn/peeling wood texture on the boat. It's fantastic! (and so is everything else hah)
(also, as of right now those links aren't working in your above post Zero, there's a polycount url in front of them)
Hey, long time without any updates. heres the level as it is right now. still working on it. gonna pull an allnighter to get this finished tonight and get some camera movements and do individual asset renders. i have...2.5 hours
Replies
using four 512 textures. tiling green wood, white wood, unique elements, and one for AO that im gonna multiply in unreal on 2nd channel.
I will add more dirt and weathering using decals in unreal later.
EDIT: did you guys know...that....if you take the max background and multiply it by itself 3 times, it will be the exact same color as the polycount background?
AK
yea just take a texture coordinate node and plug it into the uv input node on the texture sample node and then you can adjust the tiling in unreal.
Some tweaks still need to be done to this. I am going to make the front details I had in the earlier progress shots as seperate assets. I want to spend some quality time on them and make them really nice. The stairs texture is on its way too.
Other things like the mast, lifeboats, and other boat objects will be made as separate assets.
Forget that if it's irrelevant.
its like a NODE JUNGLE in this material haha. man much more complicated than i thought it would be. thanks for the suggestion though, this will save us a buttload of texture space
I'm going to go in for a second pass to make it more realistic. Will post it up asap.
As far as the planks stuck into the rock, we will be using existing meshes to just stuck into the rock. Typing this out reminds me that i need to put some sort of crackage around where the planks are stuck in.
haven't seen this movie in years (since it first came out), will be nice to see it all together
I think I am going to end up having to put our post meshes under the planks so it reads as more believable.
lighting is temp. there are no lightmaps baked in yet. so everything is very blah still.
placement isnt final either, just had to dump it somewhere so that it wouldnt get deleted from the package. (shakes fist at unreal). k. what do you think? any crits?
AK
For now here is a chair I made for the bar part of the scene with a special message.
512 X 512 776 tris
(also, as of right now those links aren't working in your above post Zero, there's a polycount url in front of them)
everything baked....oh fux. i broke my website.................................i need it for a grade in like....2 hours. omg.
FIXED! friggin close one.
Very nice job, inspiring etc.
Can't believe you guys are supposed to be students...