Hi,
First, english is not my language, so, apologize blablabla
I learn a lot just by looking what you are posting here, and it's a great way to improve.
So, I'd like to show you my current project, wich is a UDK modular environment.
It's still WIP
Hope you'll like it. Thank you
Here are the first concepts I made
The UDK scene and a quick paintover
Some LP assets, the texture is a fake
And some High Polys
Replies
Pelis you can't imagine how much time I spent on your portfolio thanks
Rhinokey, no it's not bad , and did you notice the incredible composition in the last picture? ^^ Thanks
I've got an headache with the f... projection cage of this pillar... arrrh
Onionhead : I use Max, but this step is a real pain... I still have trouble with retopo and baking... I suppose everybody does
I'll try Xnormal one day...
Is it harder with Maya?
Only if you don't know how to use Maya properly . . . I have no problems.
also go down in your stack an select the geo for the low and hide it, you dont need it for baking and it makes seeing the cage better
otherwise, I finally tried Xnormal, and I think the result is pretty good... There's still some problems with my UVs layout, but I'll fix that later. I need to continue ^^
Here is the low poly, could be lower maybe...
And Ingame.
well, i might be wrong since i havent did a lot of bakes in maya but so far, i have to say its inferior to max's render to texture. where max accepts a object as a cage. another good thing is that max's push for the cage is interactive. dont take this as a offense. im just saying.
Mind sharing your maya baking workflow. i curious to know wut is the best way to bake NRM in maya cuz im learning maya too.
You don't need to show the object at all in maya for the bake to work. Both high and low poly can be hidden. The envelope slider is also interactive. Maya's normal map baker is VERY good, but the AO one is awful.
Shepeiro : Yep, i want tu put some snow on the corners...
I apologize for not answear to everyone, but write in english is sometimes harder for me
The arch highpoly, working on the low poly.
Yeah, the server is really slow, it's kind of randomly, actually...
I need a real domain, with a good bandwith.
Progress : Low Poly (still some issue, and the shape is not good right now, the arch seems too weak) and ingame :
The place is damaged, like it is in the paintover.
At this moment, the scene is not complete, as I work with iterations.
Later, i will add some damaged pilar, rocks, dirt and snow. There's also a cree on the side, and a part of the temple is burried. The hole in the roof is due to the time, too.
Can't wait for more.
Thank you
Little update, next step, the statue...
Can't wait to see this finished--
The temple looks awwwwwsome. I'm assuming the statue it going to get it's own texture Keep going!
hope your looking to break the rhythm of the brickwork with damage after completing it, adding somthing of a different hue will be inportant aswell such as snow, sand or veg
R4PTUR3 : Yep, the statue has just a flat mapping UV, I just wanted to see how it works all together. Actually, the whole scene has a fake texture, for the moment all materials are made with the same tiling diffuse multiply with the AO, so the scene seems flat right now, with a lack of contrast. I'll try to work harder to go faster...
Sheipeiro : Yes, there will be some break pillars, stones, and some props to add variations. And as I said, every asset has the same texture for the moment. I just need to look how the scene works in terms of space...
I really don't know if it's the better way...
And I plan to add some snow.
Andybozo : Thank you. I'm happy because there is not that much, and it works pretty well I think, I'm going to add break pieces, and smaller props.
It's a pretty busy scene at the moment, but you'll fix that. I also really hope you spend a good chunk of time making that central statue as grand as it is.
What do you mean by busy? Too much detail and lack of composition? That's right, there's no emerging element wich really stands out. I think it's partially due to the texture and colors for the moment, and I need to structure everything. And work on the statue...
For the statue, well, yes, i'll spend all the time i'll need on this, as i want it as the real focus...
Anyway, just clarifying. It's coming along well.
Your assuming the characters are in the year 2009. The year could 600 B.C. to the people in the game
can you tell me if you used any custom aplhas for this sculpt?What brush did you use?
http://boboyog.free.fr/PolyCount/Temple/T15.jpg
Looks avesome !!
awzumm enviro work around here...
I ll be watching closely
Thanks really for the reply, it gives me motivation...
TheWiruz : I used custom alphas with displacement or track brushes, or projection master for some pieces, like the pilar with the dragon head (the scales) or the arch.
For the stone, i used two brush : clay with alpha 28 zsub, and then flatten in some areas, and i repeat until i get the result i want. Then I use a projection of stone custom alpha.
Thanks to Kevin Johnstone's threads , when I stop crying because he's too good, I can see there's a lot of things to learn everytime he writes something...
Gallows : It takes two days, on average. There's nothing really incredibly complex here. For the statue, i think it'll get longer because i'll try to put more detail in the basemesh...
Once you get those statues in and work in some more sculpted detail this scene's going to be a great portfolio piece, keep it up
You're right, the scene needs some colors variations. I don't know if i'll put foliage, maybe some roots. The scene is settled in an ancient cavern, it supposed to be very cold. So there will be some snow, frozen rocks, something cold...
I'll finish the statue's high poly and then work on some textures...
A little update, I work slowly, because i'm on several things, but i keep going, and the comments really helps. I didnt expect such good reactions.
I'll work on the stone, right now it's the same asset at differents size, not really good... I made the colors colder too.
But, it's still a waste of time, because the texture is still quite brown, plus the Unreal sand texture (it will be replace later ^^). I play with UDK when i'm bored to work on 3ds...
And the basemesh for the statue.
Thank you.
Can't wait to see this finished..
I'm absolutely digging that statue. Can't wait to see it fully detailed