Hey guys
Its my first time posting here but I've been browsing the forums for a good few years now. I'm hoping to get into the community scene abit more as I feel like my artwork progression has become a little stale over the last year or so as I feel like been doing the same thing at work for the last 3 - 4 years so I need to get out of my comfort zone and playing around with some new things
Anyway enough introduction, Heres something I'm currently working on. Its basic paralax tiled floor in Unreal Engine. Obviously its untextured at the moment
I'll continue to post updates here. all C&C is welcome
Thanks in advance
Replies
A good diffuse and specular should make this look awesome. Got any plans to do a full map or texture set?
The plan was to make this as a base floor then do a more damage variation which i could use vertex alpha to blend between the two. then build a couple of props to sit on top such as smashed bits of brick and old rubbish
oO
you build the patterns, that's why you can make it tile or not if you please..
e: instances of the tiles moved by the texture lenght help a lot when it comes to rubble and complex tiles
I think that's the case - Grimmstrom, make sure that after you bring the decimate mesh into Max you clear all the smoothing groups on the model. This way you will retain the sharpness of the original sculpt.
Other than that, it looks pretty awesome - it tiles very nicely and with a nice diffuse and spec, it will look even better.
I also wonder how did you arrange them so perfectly inside zbrush - I'm not a fan of bringing highpoly sculpts inside max, so this would really help me a lot.
I'll try to answer all questions as best I can:
Totally agree with you on this one Daniel Doerksen but as its probably the first height map i've rendered I've only got a vague idea on how to fix the problem. Is it cause been the height map jumps from white to mid grey over the space of two pixels rather than it being a gradient?
I'm sorry NAIMA but I'm not sure if I'm going to get time to do a tutorial as i'm finding it hard enough to fit time in for my artwork at the moment and also most of my job is about writing tutorials and feedback on outsource companies artwork so I'm not really into doing them in my own time.... I'm sure you understand
Thanks for great comment GED, really like that dominance war environment you did . Nope I didn't arrange it in Zbrush. I bascially created two bricks, then arranged them in max, then brought them back into Zbrush inorder to vary them up abit before taking them into max for the bake.
Thanks again for the comments teaandcigarettes. I could be wrong about this but I'm almost certain decimate does a decent job of retaining the smoothing groups, either way my model only has one smoothing group so that rules out that problem
Hey Grimmstrom. I think you might have misunderstood me (or it's me misunderstanding you ); I was talking about the smoothing groups of your decimated bricks. When you import Zbrush models into max it automatically applies one smoothing group to them; hence the blobby look. Simply clear the smoothing groups and they will be sharp again.
Here's a comparison:
Your bake looks very similar to the example on the left - what led me into thinking that you might have all edges set to soft.
Ignore this post if I have misunderstood you
I get what your getting at now hehe, that actually might not be a bad idea. I might try re-rendering it tomorrow without the smoothing groups, thanks for clearing that up. Hopefully it won't turn out too noisy
Ah, glad to know I didn't misunderstood you after all.
It shouldn't turn out too noisy, but if it does then increase the sampling (if you bake in max) or increase the AA (if you use Xnormal).