HI!!Everybody , This is my first time send Work in Progress,Hope everybody can give more ideas,Work on improving.According to starcraft 2 picking reference,I started......by the Way,My English is not very good.
welcome to polycount mate! See you have some pretty heavy stuff here, with a title like that its sure to get some attention. Any plans on making a lowpoly of this scne and texturing or just highpoly? Nice work!
great stuff. Very nice high poly stuff. Normal bakes came out really good too. Though for the door I think you forgot the hexagonal grating and the stuff behind it.
Texture is Finish! Gradually will continue to update the scene after the integration. Now is the effect in the inside UE3.
Please look at those picture:
Top notch work, that mechanical arm looks really really good!
Crits:
* Remove the chipped paint edges from the normal maps. Stuff like that tends to create a lot of unnecessary noise.
* The normal map of the platform looks very noisy as well. Remove the low frequency details and leave only the geometry.
* It becames very obvious you mirrored most of the textures because they have very recognizable patterns.
what i usually do when im importing textures is make sure i put a checkmark for "Defer Compression" and change the LOD Group to "World_Skybox". Then, after the texture is imported I double click on it and set the LOD Bias to -1. And i also change the normal map LOD Group to "World Skybox" because it changes it automatically when you import anyway.
this is looking like its gonna be amazing, are you going to add some subtle reflection maps to stuff? I really liked the sharp reflective shine on the paintin the cinematic
Looking really nice man! Is there possibly too much AO on the door area though. It almost looks like a drawing to me there and slightly less realistic compared to the rest. It's a super minor nitpick though, really nice work!
Excellent stuff! Keep balancing out the fog/light ratios so none of the overhead lamps seem too out of place as they did in this one:
It seems pretty common for people to throw in tons of light fog since it looks so damn cool but forget to push the fog in all the lights that are ambient and not spot... though it looks like you're balancing this out nicely to the original. Keep it up!
the salmon light in your shots appears to be coming from sources just under this level, while in the ref, it appears from much further under, thus not filling the flat panels and looking more interesting
holy fucking shit! are you a one man team creating all this? It really looks just as high quality as blizzard's stuff in my opinion and they surely had many people working on this scene.l
Replies
This thread is useless if you don't post something you made in it
this stuff is great. how long did it take you? plan on making a game-res version?
are you planing to do the whole scenario in low poly or just the high poly version?
Spend a week Making the normal map
Looking forward to seeing the final thing.
Please look at those picture:
All those real-time shots are UE3?
Crits:
* Remove the chipped paint edges from the normal maps. Stuff like that tends to create a lot of unnecessary noise.
* The normal map of the platform looks very noisy as well. Remove the low frequency details and leave only the geometry.
* It becames very obvious you mirrored most of the textures because they have very recognizable patterns.
Special thanks: Cojax 、SHEPEIRO 、 and Minotaur0 。 Thank you!!
your textures are being blurred a lot by unreal.
are you doing the whole defer compression thing?
what i usually do when im importing textures is make sure i put a checkmark for "Defer Compression" and change the LOD Group to "World_Skybox". Then, after the texture is imported I double click on it and set the LOD Bias to -1. And i also change the normal map LOD Group to "World Skybox" because it changes it automatically when you import anyway.
That should make your textures appear more crisp.
It seems pretty common for people to throw in tons of light fog since it looks so damn cool but forget to push the fog in all the lights that are ambient and not spot... though it looks like you're balancing this out nicely to the original. Keep it up!
i demand an animation of the arms!