I finished hashing out a basic idea of the environment I'm going to build next, which is supposed to be a small dwelling and 'safe place to rest' in a vast desert. It's a couple ad-hoc structures built from found materials (shipping containers, scrap materials) shaded by a giant expanse of canvas that's stretched from the top of an old radio tower.
Here's the concept I have so far. Not the best painting in the world, but it's got the general feel and ideas I want to capture.
I'm making a breakdown of different assets I'll need to build for the scene (working in UDK). Any critiques or comments on the basic concept (or, heck, my painting skillz
)?
Replies
My wife could tell you all about that episode... but I'm not a trekkie, so I'm gonna plead ignorance.
(Now I have to bug her for a screenshot... )
Also, this really reminds me of some Killzone 2 art. Especially in Suljeva Desert or the MP map Pyrrhus Rise. Here's some screens to maybe get your juices flowing if you don't know what I'm talking about!
Screen 1
Screen 2
Screen 3
Screen 4
I'll definitely keep an eye on this thread though as I think it could turn into something really great!
What I'm Trying to Do:
- Produce a very competitive portfolio piece (this is the big one... I'm going on sixteen months unemployed and have to land some kind of job in my area very, very soon)
- Transition from U3 Editor to UDK
- Become much stronger at complex shader construction, which I suck at right now
- Accelerate my production speed
- Solidify my next-gen workflow, which is all over the map right now
- Build some skills and experience using next-gen tools to build natural environments with smooth transitions (MeshPaint, Terrain, vertex-color based shader transitions, etc)
- Accomplish all of this without completely pissing off everybody on Polycount with constant questions
Assets (2D)
Sand. Lots of sand.
(quick explanation: the area under the tarp, even though there are no walls, is kind of considered 'inside' since it's the sheltered space. Everything that isn't under the shade of the giant tarp is 'outside')
- Undisturbed sand
- Smooth sand in lees and sheltered areas
- 'domestic' sand (sand on floor of Conex containers, etc)
- Disturbed sand
- 'Wild' sand
- 'outside' blown sand
- backslope of dune sand
- 'Inside' sand
- 'under-tarp' blown sand
- frequently walked in sand
- churned up sand in work area
There's no water and no vegetation so I get away easy in that department... Trying to avoid cacti or other particularly iconic desert plants, want this place to look almost like the planet in Pitch Black.
Assets (3D)
'Anchor' pieces
These are objects that create the backbone of the scene and the environment.
- Broken antenna base
- Broken antenna top (have ref for both)
- Massive shade tarp (have some ref, have to fudge the rest, nothing this big really exists)
- various steel grating for artificial floors (have references)
- Cables for tarp
- anchors for tarp cables (have ref)
Large scene objects
These are large pieces that the basic environment could still exist without
- water storage tanks
- water condensers
- primary solar panel array
- battery array
- sand breaks
'Inside' objects
- Radios
- Tables
- Solar panels
- Small antennas
- Conex containers (several sizes and colors)
- I beams
- misc. scrap metal sheets
- jersey barriers
- modular steel ground plates
'Garage area' objects
- tool boxes
- loose tools
- engine hoist
- wheeled work platform (just an ad-hoc mobile gantry)
- anti-sand clear tarps and stands
- anti-sand air filter
'Living area' objects
- wind chimes
- books
- canteens
- pot, pan, ladle, knife
- stack of canned food
- ladders up to hammock
- hammock
- ammo cans
- old rifle
- spear
- sand shoes (like snowshoes, but for sand)
That's what I've got for now. I'm going to start sketching quick concepts for some of this in photoshop and hopefully post a batch of those in a day or two. I'm also blocking out the core layout in Max, just getting scale, arrangement and volume down.
Probably a little of both. That's one of bigger hurdles I'm working on. I'm thinking it'll be a mix of terrain, static meshes, and blending between the two with MeshPaint and vertex color-blending in shaders / terrain materials.
Here's a quick concept for the radio stack, which I'm thinking of doing first so I have a solid next-gen asset to shove into my portfolio in a hurry.
I'm going to bake just one and map all the low poly switches to one spot. They're mostly there in the high poly for positional reference... and to look cool.
Going to do that with most of the small details, at least for the normal map UVs. Some of the knobs will probably get unique diffuse UVs.
EDIT: Here's with some zbrushed dings and dents added. Now for low poly.
It looks good though, maybe a bit uniform in colors.
having said that it does look very pretty! The rust placement is epic!
I'm already seeing a lot of place you could cut tris easily without sacraficing a lot of detail. But a wireframe would be nice.
As far as texturing goes the diffuse looks pretty good, but the specular looks like it's overly simplified for a metal object. I'm not getting any of those light shallow scratches for an item that's in the desert in the highlighted areas.
Again texture flats and I can help. Looks like you're on the right track though, the highpoly turned out beautiful. But I'd go back in and add some of that metal corrosion to it, because right now the peeling paint is looking a bit flat.
Nice work first of all, the high poly mesh looks great and your bake looks like it's doing its job very well. Your textures are also very nice although I feel you can push the specular a little bit more, particularly along the edges and chippings.
As bluntly stated above, depending on the engine, the tri-count is high and texture size is large (which isn't a problem as you can easily resize). I think that you can easily solve this by baking certain portions of the switches on the radio, for instance the set on the top left row of the radio. Leave the larger knobs for physical geo and make sure backfaces are deleted where possible. You may have considered this already, and if you have i'm sorry Great work, the only key issue is minimizing your tri count as much as possible and you're pretty much golden.
Hope this helps
-Will
Yeah, 6k is high for just an environment asset. I intended for this to be a manipulable object, something the player would get up close to and have to flip switches and spin knobs on for gameplay functions. It's still kind of high even for that, though.
vcortis: I actually had the spec much sharper for where the paint had been scratched through all the way to the un-rusted metal, but I pulled it back because it was getting blown out badly. Looks like I made the wrong call. Let me post the texture plates...
EDIT: Yeah, you guys were very right. Without much tweaking I've nuked about 900 tris. Pretty sure I could find more if I spent a little more time.
EDIT 2: THE EDITING: Polycount is down to 2738.
After having fun for half an hour I came up with this. You need no more then 1000 polies for the thing.
Spark
Yeah I concur. Sorry if I came off as harsh earlier too. You really do have a nice start to this, but your optimization needs some work. Something as simple as Snader's model for the low poly should work just fine even as an interactable object.
I haven't used alphas much because on my previous projects we always got screamed at by the technical artists anytime somebody suggested using an alpha, they didn't like them for performance reasons. Definitely a habit I need to get back into.
Yes, yes, no. I'd use alpha for the speaker cover, and for the wire on the back (so it would just need maybe 6 triangles) I'd probably separate the alpha'd pieces though, so something like a 512² for the main part, and a 128² with alpha. You could also make a slightly bigger alphasheet, and combine other props on it, maybe a ringed booklet with instructions, wires to the mic etcetera.
If you want to model for interaction with the thing, it'd be really cool if you made the mesh/gauze/wire/slits/whatever over the mic with alpha, so you could see through a bit and see the cone etc.
What would also be cool, but it's probably a bit late for that, add some cooling vents on the side or wherever, and have a box behind it with inverted normals and some of the interior.
Like you can see here:
Also, I don't think alpha will cost all that much if you keep it to a simple yes/no check.
This piece wasn't as impressive as I'd hoped for the job application I did it for, but I'm happy with the overall texture work. I've always thought of my texturing as my weakest skill and this started to change my mind.
Going to go back to blocking the general environment.
Here's a quick MR render of the braindead simple high poly. I'll composite dents, dings and other surface details onto the normal with Crazybump instead of burning time in zbrush.
The player is going to be able to walk into some of these CONEX containers, and I want the texture resolution to hold up at arm's-length distance. I have the exterior faces mapped to a 1024, but I'm wondering how to maintain good res for the interior, because I was noticing parts of the framing for the container are getting really small texel res. A couple of options came to mind, but I'm not sure which one is the 'best'.
- 2048 for the interior (would like to avoid this)
- some kind of layered detail for the interior, possibly vertex colors or polypaint?
- tiled texture for the floor, walls and ceiling, with a 512 specifically for the container's framing (which is the part mainly getting the shaft with texel res)
- make the interior a completely separate object textured at a higher resolution
Thoughts? Not sure how this kind of thing is usually handled, honestly.
maybe a 2048tall x 512 map so that most of it can tile horizontally for the walls floor and ceilings and then cram the entrance parts in between
SHEPEIRO - if I went that way, would I use decals or extra UV channels to put markings / logos on the outside of the container?
use cuts to get it to tile propperly, but you have to be carefull this way to add a little overspill space for mipping
of course this depends on if this is going to be a single container, or one of many in your scene, if it was say a container city, then i would do things differently, i would put all the different logos on one sheet (all the decals are then one drawcall) all the interiors on one (only need one interior probably) and maybe three different exterior types on one sheet then do another sheet that uses the same spec and normal but has different colours...six colour x decal variations for four draw calls
ps where are the doors and ends for this thing they are usually quite interesting
I left the doors off because I wanted the layout to be much more open. I figured the inhabitants had taken them off because they didn't use them and they just got in the way. The containers are more for shade and personal privacy than any kind of true enclosure.
I was thinking about having door halves scattered through the scene being used as tables, lean-to's, wall patches, etc.
Should I build the side walls as separate StaticMesh objects split up into sub panels (about 8 per wall), try to do the walls with brushes, or something else? Being able to re-arrange the configuration of the walls would be a huge time-saver over building all the different wall permutations by hand.
EDIT: the more I think about it, the more I gotta ask. Am I burning too much time on this? Should I just make it 'good enough' and get my butt in gear with the rest of the scene?
Knowing when to put something down and move on is something I'm always struggling with and I can just never tell when I'm overdoing something or when I haven't pushed it far enough.