What exactly would you like to see? I#d rather not capture stuff in UDK, the DX11 features are so damn slow, we only turn them on for screens right now. The implementation is really buggy, i hope this will get fixed soon. Sculpting, Texturing etc. shouldn't be a problem though
Mostly just the general process for statics - if you're generating any types maps to push details or get colors to pop a certain way or just to speed up the process. Things like gradient mapping; or is everything being painted by hand which would be incredible.
Mostly just the general process for statics - if you're generating any types maps to push details or get colors to pop a certain way or just to speed up the process. Things like gradient mapping; or is everything being painted by hand which would be incredible.
no special maps in use so far. for most textures its just AO, 2 detailmaps created from the normalmap. Its overall very subtle - the rest ist ja simple painting, i mean its not like the textures are very complex or anything, simple gradients painted with soft brushes. For a character skin texture the maps look like this.
what you see is that the texture overall is pretty simple, just some gradients, a bit of structure, a lot of noise and structure in the spec, an SSS color/mask and a tileable peachfuzz texture that gets masked with some shader math so its only bright in
The shader for ingame 3rd version view will be quite simpler, right now we didn't optimize much and UDKs DX11 features, especially tesselation and displacement, are slow as hell. For 3rd person displacement won't be necessary, but its easy to turn on and off if needed.
The shader for ingame 3rd version view will be quite simpler, right now we didn't optimize much and UDKs DX11 features, especially tesselation and displacement, are slow as hell. For 3rd person displacement won't be necessary, but its easy to turn on and off if needed.
The tessellation used to be different in UDK. Right now the mesh gets subdivided more and more times the closer you get, but at some point the tessellation multiplier was used to just control the amount of subdivisions and you could easily lerp between values based on camera distance... I don't know why they changed that, right now I can't use tessellation at all because my FPS drops to like 1% of what it is without tessellation once the mesh gets subdivided twice or so
Yeah i know, we played around with it on the whole level, its just not usable in large scale right now. Though for screens and smaller objects like the chars it works alright. Though the performance in DX9 is still way better than in DX11.
anyways
quick update on one of the NPCs with a quick photoshop recoloration, will implenment that feature in the shader later on. Hair is just a crunched down sculpt.
But its enough to start texturing/shaderworks and creation of animations for her.
Yeah i know, we played around with it on the whole level, its just not usable in large scale right now. Though for screens and smaller objects like the chars it works alright. Though the performance in DX9 is still way better than in DX11.
Really? I can't even properly use the tessellation on simple boxes or anything without making it lag... Maybe it's just the tessellation settings in CCC, recently reinstalled Windows and haven't really checked the settings yet.
By the way, what version of UDK are you guys using?
Loving everything about this. The art style really evokes that kiddy nostalgic excitement in me with how it reminds me of Talespin, Steamboy and Pixar.
Hey Neox,love the work you did on the npc lady, just not sure about the second chin though. It feels like she's pulling her head back creating the second chin rather than it being there because she's overweight. Feels a bit forced at the moment.
I hope I make any sense.
thanks dudes! MeintevdS: yeah i agree, put it on my to do list, though i don't give it a very high prority right now. i'd rather work on the next NPC to get him ready for texturing.Today i've spent some time on shaders, basically some features are not really needed for 3rd person, but we needed some ways to upres our more simple and less important characters.
On the top left i tweaked his glass shader, to now use a composite texture of 3 channels, one for scratches, one for dirt, one for reflection/distortion. Also i lately added the use to his glasses, which is somewhat tricky as they are mirrored, thanks to the hair it's not too oviousl, so i have more freedom on the upper side.
and i created a clothshader for the NPCs which will be used for the important chars as well, to keep the texture resolution low and the detail high i impletemented detail mixing of detailnormals via a mask texture. I tried to get a Pixar-Up-esque look with the cloth. I might add detail diffuse and spec for sequence stuff but i guess its all right as it is. But its easy to implement now that i have the normals done.
The rest pf the shader is super simple, spec, dif, normals and right now just one value for gloss. But she is ready to be given out of my hands to a texture artist working on the fine stuff so i can go on with the rest of the bunch.
added some notes for the texture artist ^^
and a quick comparison of what i'm after materialwise, i know i can't do it to the last details with the tiled detail texture, unless i add a lot of edges just to allow uv changes. But i guess it works well enough and is still kinda cheap, the patterns are super small and the mask right now is 256x256 maybe i can even lower that more, i'll have to check. Just need to look how small i can make the master textures, maybe keen the normals big and scale down the diffuse and spec - will see
@fearian: thanks man, i tried using vertexcolors instead but they tend to be very soft and would need lots of geo, so i tried it with a texture which is alredy pretty small but i'll see if i can meke its memory footprint even smaller.
and thanks to flippin pageturn: here is what i'm talking about
thanks dudes! MeintevdS: yeah i agree, put it on my to do list, though i don't give it a very high prority right now. i'd rather work on the next NPC to get him ready for texturing.Today i've spent some time on shaders, basically some features are not really needed for 3rd person, but we needed some ways to upres our more simple and less important characters.
On the top left i tweaked his glass shader, to now use a composite texture of 3 channels, one for scratches, one for dirt, one for reflection/distortion. Also i lately added the use to his glasses, which is somewhat tricky as they are mirrored, thanks to the hair it's not too oviousl, so i have more freedom on the upper side.
and i created a clothshader for the NPCs which will be used for the important chars as well, to keep the texture resolution low and the detail high i impletemented detail mixing of detailnormals via a mask texture. I tried to get a Pixar-Up-esque look with the cloth. I might add detail diffuse and spec for sequence stuff but i guess its all right as it is. But its easy to implement now that i have the normals done.
The rest pf the shader is super simple, spec, dif, normals and right now just one value for gloss. But she is ready to be given out of my hands to a texture artist working on the fine stuff so i can go on with the rest of the bunch.
added some notes for the texture artist ^^
and a quick comparison of what i'm after materialwise, i know i can't do it to the last details with the tiled detail texture, unless i add a lot of edges just to allow uv changes. But i guess it works well enough and is still kinda cheap, the patterns are super small and the mask right now is 256x256 maybe i can even lower that more, i'll have to check. Just need to look how small i can make the master textures, maybe keen the normals big and scale down the diffuse and spec - will see
Looking very good!
What trickery are you currently doing to get the textures so very sharp? Im not talking about the detail textures here, the transitions of the cloth layers for instance are very sharp. Or is it just really high resolution textures for the cinematics?
I will have to test how small i can make those Npc textures, right now its 2k for the body and 1k for the head, i'm sure i can half most maps and keep only the normals high. They are no where near as close to the cam as Pino, he is planned to keep up to a full screen portrait. they don't need the resolutions at all. Other Storychars will definitely get the same res if they are important enough. Most Npc will only be viewable in 3rd person so we can keep their textures pretty "small". a thin dude definitely only needs half the textureres as she does. So there is still quite some space to optimize for third person. working on that will be the next thing after i generated the base systems for the characters.
optimization idea: would it be possible to use an AAAA8 compressed DDS texture for those detail normal masks (rgb empty, only Alpha with 8 bit) and instead of checking the color values, check for pixel brightness? given that you have 8 different "submaterials" (different detailmaps) you would simply use 0, 32, 64, 96, 128, 160, 192, 224 and 255 (+31 could be "no detail map") as fill values. The compressed texture would weigh less although it has an uncompressed Alpha channel, because RGB are not calculated and you could use a higher texture resolution for the mask. IDK how much the shader cost would be on a masking method like that.
optimization idea: would it be possible to use an AAAA8 compressed DDS texture for those detail normal masks (rgb empty, only Alpha with 8 bit) and instead of checking the color values, check for pixel brightness? given that you have 8 different "submaterials" (different detailmaps) you would simply use 0, 32, 64, 96, 128, 160, 192, 224 and 255 (+31 could be "no detail map") as fill values. The compressed texture would weigh less although it has an uncompressed Alpha channel, because RGB are not calculated and you could use a higher texture resolution for the mask. IDK how much the shader cost would be on a masking method like that.
Thanks for the input. Yeah i thought about something like this as well but feared the shader instructions needed. Maybe its an option for Pi
I don't want to play your game - I want to live there. I want to have a smoke outside of J's and flick it into the abyss as I stare longingly through my mist-thickened breath into the cold unyielding northern skies.
Okay as promised yesterday in waywo, with less compression and overall better quality
and a bigger shot of one of the many NPCs, made from the mesh i created for the female fatty type of character. Not really made for closeup, but with displacement/tesselation hopefully will work well enough from a reasonable distance. Fullbody should be no problem at all.
also i'll update the turntable, hopefully the compression isn't as bad as it was yesterday evening, playing around with codecs right now :X
[vv]52113412[/vv]
god i'm going crazy with this shit, where is the audio now?!
Oh there is a simple reason for that. The models are tesselated and displace d. A normal character will be around 8-10 k Tris in the first Lodlevel its hard to say how much they have with tesselation. Lets say they are dense Right now we push the art but keep optimizations in mind so we can easily lod and scale textures later on for 3rd person view. Pi
Replies
Mostly just the general process for statics - if you're generating any types maps to push details or get colors to pop a certain way or just to speed up the process. Things like gradient mapping; or is everything being painted by hand which would be incredible.
Thx, tbh it's just the oldschool shell (push + alpha test) approach
What makes it look good is the texture that was baked form highpoly hair.
no special maps in use so far. for most textures its just AO, 2 detailmaps created from the normalmap. Its overall very subtle - the rest ist ja simple painting, i mean its not like the textures are very complex or anything, simple gradients painted with soft brushes. For a character skin texture the maps look like this.
what you see is that the texture overall is pretty simple, just some gradients, a bit of structure, a lot of noise and structure in the spec, an SSS color/mask and a tileable peachfuzz texture that gets masked with some shader math so its only bright in
The shader for ingame 3rd version view will be quite simpler, right now we didn't optimize much and UDKs DX11 features, especially tesselation and displacement, are slow as hell. For 3rd person displacement won't be necessary, but its easy to turn on and off if needed.
The tessellation used to be different in UDK. Right now the mesh gets subdivided more and more times the closer you get, but at some point the tessellation multiplier was used to just control the amount of subdivisions and you could easily lerp between values based on camera distance... I don't know why they changed that, right now I can't use tessellation at all because my FPS drops to like 1% of what it is without tessellation once the mesh gets subdivided twice or so
anyways
quick update on one of the NPCs with a quick photoshop recoloration, will implenment that feature in the shader later on. Hair is just a crunched down sculpt.
But its enough to start texturing/shaderworks and creation of animations for her.
Really? I can't even properly use the tessellation on simple boxes or anything without making it lag... Maybe it's just the tessellation settings in CCC, recently reinstalled Windows and haven't really checked the settings yet.
By the way, what version of UDK are you guys using?
This is looking awesome and I want to look at it all day! Any chance we could get this at 2560x1440?
keep posting, inspires me to do more stuff at home :)
I hope I make any sense.
Keep up the awesome work you guys.
MeintevdS: yeah i agree, put it on my to do list, though i don't give it a very high prority right now. i'd rather work on the next NPC to get him ready for texturing.Today i've spent some time on shaders, basically some features are not really needed for 3rd person, but we needed some ways to upres our more simple and less important characters.
On the top left i tweaked his glass shader, to now use a composite texture of 3 channels, one for scratches, one for dirt, one for reflection/distortion. Also i lately added the use to his glasses, which is somewhat tricky as they are mirrored, thanks to the hair it's not too oviousl, so i have more freedom on the upper side.
and i created a clothshader for the NPCs which will be used for the important chars as well, to keep the texture resolution low and the detail high i impletemented detail mixing of detailnormals via a mask texture. I tried to get a Pixar-Up-esque look with the cloth. I might add detail diffuse and spec for sequence stuff but i guess its all right as it is. But its easy to implement now that i have the normals done.
The rest pf the shader is super simple, spec, dif, normals and right now just one value for gloss. But she is ready to be given out of my hands to a texture artist working on the fine stuff so i can go on with the rest of the bunch.
added some notes for the texture artist ^^
and a quick comparison of what i'm after materialwise, i know i can't do it to the last details with the tiled detail texture, unless i add a lot of edges just to allow uv changes. But i guess it works well enough and is still kinda cheap, the patterns are super small and the mask right now is 256x256 maybe i can even lower that more, i'll have to check. Just need to look how small i can make the master textures, maybe keen the normals big and scale down the diffuse and spec - will see
@fearian: thanks man, i tried using vertexcolors instead but they tend to be very soft and would need lots of geo, so i tried it with a texture which is alredy pretty small but i'll see if i can meke its memory footprint even smaller.
and thanks to flippin pageturn: here is what i'm talking about
What trickery are you currently doing to get the textures so very sharp? Im not talking about the detail textures here, the transitions of the cloth layers for instance are very sharp. Or is it just really high resolution textures for the cinematics?
Thanks for the input. Yeah i thought about something like this as well but feared the shader instructions needed. Maybe its an option for Pi
http://freesdk.crydev.net/display/SDKDOC2/Unified+Detail+Mapping
(shifting rg to ga to avoid compression and using rb for detail maps on gloss and diffuse)
thanks!
~t
Ice-dudes-town. Was a hell of a lot of work!
Awesome work!
I love it! Exactly like that!
Along here to the DeviantArt group!
Keep it up !
Yes, we do have a Facebook Page now! We'll keep it there updatet. All stuff on a small space!
Manuel did a lot of work on the market and made little props!
We also have a update on Pino! We are getting to a point where we want him to be! Steffen also did a turnaround for him.
Keep up the great work, everyone.
Okay as promised yesterday in waywo, with less compression and overall better quality
and a bigger shot of one of the many NPCs, made from the mesh i created for the female fatty type of character. Not really made for closeup, but with displacement/tesselation hopefully will work well enough from a reasonable distance. Fullbody should be no problem at all.
also i'll update the turntable, hopefully the compression isn't as bad as it was yesterday evening, playing around with codecs right now :X
[vv]52113412[/vv]
god i'm going crazy with this shit, where is the audio now?!