Hi
Crits appreciated. i really want to add more to it but everythings just been so slow and taking for ever...
Heres the scene as it stands at the moment:
and its adapted from this concept by Khang Le:
also having this problem if anyone knows how to fix?
http://i40.tinypic.com/kbarg4.jpg
Replies
Yes its mirrored... i tried both baking one half then symmetry or symmetry then offset uv's of the other side then bake no difference.. not sure how to fix
his thing says it doesnt fix the inverted lighting bug - that COULD be what i have?
This is 1 brush right now, right? How does it look if you make the brush 1 half, and then use a second (mirrored) brush for the other half? Not be a perfect solution, but might work.
On the environment itself:
-the floor tiles aren't making a lot of sense to my eyes. Not scifi, and not like the ref.
-the concept shows some medieval, aztec, old influences, I take it you dropped that on purpose? Personally I prefer the concept, 'less standard scifi hall', more 'what if columbus hadn't found America and the Aztecs would have evolved'..
- the screws are bugging me a bit. The design isn't futuristic, maybe use triwing or some sort of allen key? There's also size discrepancies, but they're not big enough to look intentional. One pillar has size X, and the other one Y, but you could better use X and Y combined, for smaller and larger plates, would make more sense IMO. The placement doesn't appear too thought out either. Right pillar looks ok, but the ones on the white part of the left pillar don't. Think of how the pillar would disassemble.
In UDK/UT3 mirrored normal maps require the UV seam to be vertical, light maps on the other hand sometimes require the mirrored UVs to be un-mirrored and welded together with the other half.
One other fix you can try is change the Indirect Normal Influence Boost in the Lightmass section of the World Properties from 0.3 to 0. Then re-build the lighting.
Hope that helps.
Snader: Yes i agree they arent very scifi but then you look at the ref. what exactly is that - painted concrete?
Yeah i'd like to put more aztec kind of style but hrmm most of that stuff seems to be the thing you'd sculpt and i dont have zbrush.
Snader: Good point about the placemen. although they are the same size i'm 90% sure i can check later.
Ben: Will try that out
Asteric: The charm of bloom
No prison/sanitarium bathroom tiles anyway.
For sculpting, you could try sculptris. http://www.drpetter.se/project_sculpt.html
It's very rough ATM, but still a funky toy.
Or you could go and use PS to add details in the normal map, overlaying designs etc.
still no clue how to fix crazyness
Is that a problem that shows up in your modeling program too? Can you post the uv's and normals of those? That might help us identify the problem
bizarro world
And sometimes i get weird seams like that too. Is it possible the lowpoly unwelded on export?
I would like to see some transitional piece where these attach to the floor too. The concept doesn't really address that but you could have brackets or a mounting plate that connects these (physically and visually) to the floor. That might give you a starting point for your floor design as well.
I had this problem in the past, I basically got advised to just re-UV it to not mirror, as it would take too long to find and fix the problem for it to be worth doing. I believe the problem is something to do with the tangent basis calculation on the seam between the two uv shells.
(unique being on the lightmap only using udk auto generate uv's)
If that's what it is, you could increase the lightmap resolution and see at what resolution it goes away. Put it at something ridiculous like 1024 just to test, and then if that fixes it just manually make your own uv set so that there aren't seams where you don't want 'em. And so that you can keep the final lightmap resolution low
And you should make that floor, it's wonderful. To me it looks like terracotta and marble, maybe glazed terracotta too.
From the static mesh preview, it appears your normal is correct and doesn't have a gradient leading into the seam.
the more i stare at it the more it looks like a fancy wrist watch -.- oh wells!
CRITZ
Now I thought it looked very nice and very futuristic until I read that you saw it like a fancy wrist watch.. now I'm just seeing that watch
Oh well.. it still looks nice and I think the watch-thingy has it's roots in the curvature of the outer lines, don't know what to call them..
You could also skip the "stripes" inside the circle, they add to the effect of a watch since they could be seen as a sort of numbers if you know what I mean.
thoughts?
Looks great so far, love the color pallet.
final floor highpoly - dont feel like i'm doing it justice in game but i dont know what else to do?!
Not sure that makes any sense. :S
my priority at the moment is getting the walls beefed up
this is a concept i sketched for the left side of the wall (im not much of a concept artist but ive been trying to get better at it, looking at paul richards amongst others:
About the corner section at the end, I'm not liking the floor, maybe make a section like this?
(Excuse the crappyness)
I think it would really help the scene flow, at the moment it really doesn't look right.
but thanks for going to the effort!
Right now, your shot, without having seen the original concept, looked like it's a short narrow hall rather than a large hall with epic architecture.
esp on the surface second from the top (the one which has an "L" indent)