I've been trying to successfully export a .fbx file from XSI to import into Mudbox. I made the low-poly for a part of a fallen tree, but unfortunately Mudbox won't let me do much with the model, even though I made sure the polygon spacing was equally distributed so subdividing the model would go smoothly. It subdivides fine, but I can't sculpt on the model at all, and I can't paint textures on it from within Mudbox.
The program says that there are no UV coordinates. When I apply UV's in XSI and import that version, the model doesn't even show up in Mudbox - not even in the objects' list on the right hand side of the program...
Got everything sorted, and here's the results of my latest efforts. Next, I'm going to make an assortment of rocks I think.
I unwrapped the fallen tree in Roadkill, but I gotta redo it to fix some stretching and make better use of uv space... although I couldn't seem to move the uv's around in the uv view much.
Ended up re-doing the fallen logs. Now I'm going to sculpt a tileable texture based off the texture on the fallen tree, so the standing trees can match. Then I need to find out how to go about making an assortment of rocks..
Yeah, I've been thinking of how I can better blend the trees where they meet the ground.
Anyways, I enlarged the trunks of the trees, and made a matching texture for them as well. The normals were obtained from sculpting high poly trunks in Mudbox. Really gives the bark much needed depth.
I've still got so many forest assets to make, to complete the scene I have in my head... and to reproduce some local forested areas.
Here's what I'm working on now, some fallen logs, twigs, and tree roots, all on the same material/texture sheet. It's 1 2048x2048 sheet. This is my first unwrap of this size with this many objects.
Now I gotta sculpt some details into these logs/twigs.
Learned a lot from unwrapping the bridge. Texture is simply a placeholder at the moment, though. Still have some stretching to fix as well, but that's easy enough.
Man this is some of the best enviro work I've ever seen. The forest shots could easily rival stuff people are putting together for arch-viz scenes, and you're doing it for realtime!
Would you mind posting your diffuse maps for your leaf/branch textures on your tall trees? You seem to get some great variation but it's difficult to see how your actual leaf textures look without seeing close up.
I'm attempting some tree creation myself and while smaller ground foliage is something I'm ok with, getting a decent tree branch/leaf spread and diffuse is tricky!
Specifically the conifer type trees if you don't mind!
A++ work. There's two screenshots above that simply blow my mind by how close they come to looking real. I think you've shown why it's sometimes better to work in Cryengine 2 over the ever popular UDK as well.
Also, I was looking over your site and just wanted to say how beautiful the shots you have in your Mountains person project are, they looks great. Sort of makes me wonder why I stopped using Cryengine 2.
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good work
Now I need to find out how to export .obj files from XSI mod tool 7.5; then I can start sculpting some fallen trees, rocks, things like that.
I re-did most of the materials in the scene for the vegetation, replaced the ground textures, and drastically adjusted the lighting for the scene.
EDIT: Forgot to remove the grass in the lower right hand corner in this last pic.
damn gorgeous
Looks amazing!
vj_box : Anything specific you had in mind?
I've been trying to successfully export a .fbx file from XSI to import into Mudbox. I made the low-poly for a part of a fallen tree, but unfortunately Mudbox won't let me do much with the model, even though I made sure the polygon spacing was equally distributed so subdividing the model would go smoothly. It subdivides fine, but I can't sculpt on the model at all, and I can't paint textures on it from within Mudbox.
The program says that there are no UV coordinates. When I apply UV's in XSI and import that version, the model doesn't even show up in Mudbox - not even in the objects' list on the right hand side of the program...
Any help and/or insights would be appreciated...
I unwrapped the fallen tree in Roadkill, but I gotta redo it to fix some stretching and make better use of uv space... although I couldn't seem to move the uv's around in the uv view much.
would be cool to add some green moss etc round the bass of the trunks, will help it blend in esp at distance
Anyways, I enlarged the trunks of the trees, and made a matching texture for them as well. The normals were obtained from sculpting high poly trunks in Mudbox. Really gives the bark much needed depth.
Here's what I'm working on now, some fallen logs, twigs, and tree roots, all on the same material/texture sheet. It's 1 2048x2048 sheet. This is my first unwrap of this size with this many objects.
Now I gotta sculpt some details into these logs/twigs.
Then I think I'll make an assortment of rocks.
in-game: (normals are placeholders currently)
Would you mind posting your diffuse maps for your leaf/branch textures on your tall trees? You seem to get some great variation but it's difficult to see how your actual leaf textures look without seeing close up.
I'm attempting some tree creation myself and while smaller ground foliage is something I'm ok with, getting a decent tree branch/leaf spread and diffuse is tricky!
Specifically the conifer type trees if you don't mind!
Keep up the awesome work man
A++ work. There's two screenshots above that simply blow my mind by how close they come to looking real. I think you've shown why it's sometimes better to work in Cryengine 2 over the ever popular UDK as well.
Also, I was looking over your site and just wanted to say how beautiful the shots you have in your Mountains person project are, they looks great. Sort of makes me wonder why I stopped using Cryengine 2.