Luke - I am confident that the techniques and workflow you'll learn in the DVD will get you going in the right direction. I don't really go into any advanced vector math like i've been doing in recent materials like the up-vector blending one, but for blending normals together, sure... that's not too difficult once you know the methodology for making those kinds of shaders.
Chris - Thanks man! How's Denver? I'm coming back sometime in the next 2 months. I'll let yo know when i'm in town, we can grab a beer at the funky buddha.
tyl3r- i'll get some wires in my next update.
The project is going on the backburner for a bit while i work with Adam on the beat-em up challenge. There's alot of awesome competitors who are very talented, so this will be alot of fun!
Figured i'd get this thread started up again. Been super busy with work and a new UDK Materials DVD in the pipe.
I'm starting to experiment with some color so i threw some onto the pillars. I'm in the process of doing some more BSP materials to get some variation. Hopefully i'll have the floor and some trim fleshed out within the next couple of weeks.
imho the light coming in at an angle helps it a lot already, distinguishing one side from the other really nicely. I assume youll have some hanging chains or shit like that?
nick - i'll be making the DVD with 3D Motive again, but we are selling it for like 15-20 this time because the content is going to be heavily condensed, and only about 1:30 long.
Harry - yes, i'll be having some chains or some shit like that hanging down.
More updates to come as soon as i get around to it.
I'll stop posting such minute updates for now. Next time will be big, with some new assets and some more HighPoly sculpts or WIPs.
cheers!
No! Don't stop that! Everything you post is intensely interesting and inspiring! Especially the parts where you post your Shader Set Ups. Your use of Rimlighting is really great! Is inspiring me for my current scene!
The sand isn't really laying the way I would expect it to in a circular arena like that. It seems more wind swept, like out in the open, or in a narrow hallway. And like ZacD pointed out, the colors don't read too well as they are now.
Yea Zac you're absolutely right on that one. I'm going to have to make the floor a different dominant color. I'll also have to make the sand a different color as well. It's too similar to the color of the stone which kind of sucks. Very nice catch though, i didn't really think it was too big of an issue.
I love you guys keep up the comments and critiques!
God so much potential here. I'd love to see you make a video where you do this stuff in real time in a game somehow. Maybe a blood splat shader for when a player dies, show a nice clean white room get splattered in blood during a deathmatch. It's just so awesome to see in realtime, the real magic is in watching the change happen in real time, which we only really get to see as artists.
Come to think of it, and i know this is your project, but just an idea. In the polycount colab forum, we've got a bunch of guys figuring out a good colab project to work on (some people with ties to game designers), maybe you could get something going where everyone works on a dynamic arena that changes dynamically depending on how the battle is being fought, with some really nice dynamic shaders that work in real time.
Crazyfingers - That's entirely possible. You'd need to create a gun that detected collision with verticies, and on that collision it would have to change the vertex color in real time. IT would take some scripting but i think it's possible.
Here's a quick update. I changed the floor tiles to a color that doesn't make the sand blend in so much. Also keep in mind that the sand is temporary for now. It will be replaced by an original sand material created by myself (Right now it's epic's).
Nice stuff Virtuosic. I think right now the scene is too orange though this might be quick and dirty lighting and probably critting this too early. Though I think some hints of blue would look sweet.
Sad I didnt see you at Digital Extremes booth at DIG. Was there thursday with college people. Was bugging people there about shaders and tech art. Though the lead character artist gave me some few tips. Looking forward to the next dvd
This is lookin great dude. Not a big fan of the colours though, looks a bit too happy for a prison . You should also do something about the sand texture, it'n not a beach...
I like the background idea but I do not feel this pit like a "magic cell" at the moment. I'd suspect something more.. magic ? :poly124:
Your pit looks deteriorated only by time and not a pit "after a mass breakout [...] that clearly indicates that someone extremely powerful was able to break out"
Otherwise, I think it's perfect but a little too orange.
Really love the color choices as it looks very middle eastern ("allah!!!" had to do it :P)
The only critique i would have is to give the textures for the materials a little bit more detail as it just looks you have colors applied to an AO and Normal Map.
Beautiful art and technical mastery, lovely!
I love to see a tutorial on how you set that shader up from start to finish, for the walls, looks extremely useful!
This room could work perfectly as a prison temple for a desert god, sealed in the floor with a cool round http://www.goddesschess.com/graphics/Yelang_seal.jpg (but more islamic/persian/sgyprian desert design) seal in the centre to keep him there forever untill someone breaks the seal
Thanks for the comments and critiques, it's a great help! Don't worry, i'm going to be breaking up the orange colors much more as i add in other props and decorations. I'm aware that it looks nothing like a prison break out, but all that detail will get added in later.
Habboi - They are actually chocolate bricks, which would explain the melting. :-P
this stuff is looking really great. ive just started to get into mesh paint and im definitely gona give some of these techniques a shot. i just purchased your dvd (for the $50 price 2 days ago and now i see its discounted to 36. XD ). nonetheless im gonna hop right into it and try to figure out some of this to use for some environments in my upcoming demo reel for my portfolio classes.
Oniram - Thanks for your support! I really hope you like the DVD. The video should give you a pretty good basis for how to achieve the soft surface blend. If you experiment more with it, it's not too difficult to figure out a way to blend the entropy shader with the soft surface one. It just takes careful pre-planning in regards to your texture maps.
Heh I was looking at random YouTube videos and came across some UDK stuff when I finally found one video that looked familiar. It was The Pit and something I hadn't seen before where you show blending of the floor.
This time i have finally gotten around to adding in some post process and color to the floor. Included in post is sobel-edge detection tweaked render the color of the mesh instead of just straight black... that way you get some edges that have a bit of character, rather than the straight cell shade look.
New floor has a standard Hard Surface to Soft Surface Vertex Blend for some quick variation.
The up vector blending stuff won't be found in the vertex blending DVD, but we have plans to do some more advanced material stuff later on this year, and i'm sure that will be included in it.
It looks great but the latest revision seems to have lost some of the bounce light that looked really nice in the earlier images. Maybe its just that the middle area isn't white anymore so less light is bouncing but it would be cool if you could find a way to get that look back.
you have your AO in the RGB channels. now that you actually have a diffuse on the bricks for that part, did you just multiply that texture sample with the AO by a base diffuse for the bricks overall? or do you have 3 separate diffuses for each stage of damage to the bricks?
I haven't gotten the chance to work on this stuff since I recently uprooted my life and moved to Dallas, but now that i'm all settled in I've been getting my daily dose of environment modeling done.
Here's some updates.
Next step is to make a statue that i can pose differently for the center part. Now, i'm not a character artist, so don't bust my balls too much, but i'm making some progress on it.
lookin great. cant wait to see this finished. one thing that im kinda bothered by however is the outlines from the post process...not that it looks bad, just that it seems to get filtered out in some areas. any insight on how you achieved this? i was working on one a while back and basically came to a stopping point with it.. would love to know how u got the color detection
To get the outlines to be colored instead of black, i used the resulting edge detection output (the black and white bit) as an alpha mask when lerping my regular scenetexture with a scenetexture that was multiplied by like .1 or something like that. That way the outline isn't completely black, it just inherits the scene color where the line should be and multiplies that color by .1
To get the outlines to be colored instead of black, i used the resulting edge detection output (the black and white bit) as an alpha mask when lerping my regular scenetexture with a scenetexture that was multiplied by like .1 or something like that. That way the outline isn't completely black, it just inherits the scene color where the line should be and multiplies that color by .1
Replies
Luke - I am confident that the techniques and workflow you'll learn in the DVD will get you going in the right direction. I don't really go into any advanced vector math like i've been doing in recent materials like the up-vector blending one, but for blending normals together, sure... that's not too difficult once you know the methodology for making those kinds of shaders.
Chris - Thanks man! How's Denver? I'm coming back sometime in the next 2 months. I'll let yo know when i'm in town, we can grab a beer at the funky buddha.
tyl3r- i'll get some wires in my next update.
The project is going on the backburner for a bit while i work with Adam on the beat-em up challenge. There's alot of awesome competitors who are very talented, so this will be alot of fun!
I'm starting to experiment with some color so i threw some onto the pillars. I'm in the process of doing some more BSP materials to get some variation. Hopefully i'll have the floor and some trim fleshed out within the next couple of weeks.
i want to get as good as you ...
nick - i'll be making the DVD with 3D Motive again, but we are selling it for like 15-20 this time because the content is going to be heavily condensed, and only about 1:30 long.
Harry - yes, i'll be having some chains or some shit like that hanging down.
More updates to come as soon as i get around to it.
More stuff.
I textured my FloorA material. All the colors are still work in progress.
This is the sculpt of the damaged state of the tiles. The clean state is the same, minus the entropy.
Here are the colors
And some magnificent new screens with updated lighting.
I've been in a productivity mode all day. Here's some more updates.
Finished the Arch.
And some more angles of the scene.
I'll stop posting such minute updates for now. Next time will be big, with some new assets and some more HighPoly sculpts or WIPs.
cheers!
No! Don't stop that! Everything you post is intensely interesting and inspiring! Especially the parts where you post your Shader Set Ups. Your use of Rimlighting is really great! Is inspiring me for my current scene!
I love you guys keep up the comments and critiques!
Come to think of it, and i know this is your project, but just an idea. In the polycount colab forum, we've got a bunch of guys figuring out a good colab project to work on (some people with ties to game designers), maybe you could get something going where everyone works on a dynamic arena that changes dynamically depending on how the battle is being fought, with some really nice dynamic shaders that work in real time.
It'd kinda be like dust:
[ame]http://www.youtube.com/watch?v=r8nABQLSfmU[/ame]
But instead of a god game, the amazing shaders would change through combat, flamethrowers, bio guns, rocket launchers... you could add a sand gun.
Dunno just talking outta my ass kinda but thiere's definitely lots of potential for awesome here, really great material work.
Crazyfingers - That's entirely possible. You'd need to create a gun that detected collision with verticies, and on that collision it would have to change the vertex color in real time. IT would take some scripting but i think it's possible.
Here's a quick update. I changed the floor tiles to a color that doesn't make the sand blend in so much. Also keep in mind that the sand is temporary for now. It will be replaced by an original sand material created by myself (Right now it's epic's).
Sad I didnt see you at Digital Extremes booth at DIG. Was there thursday with college people. Was bugging people there about shaders and tech art. Though the lead character artist gave me some few tips. Looking forward to the next dvd
I know it's still heavy wip but 2 little notes :
I like the background idea but I do not feel this pit like a "magic cell" at the moment. I'd suspect something more.. magic ? :poly124:
Your pit looks deteriorated only by time and not a pit "after a mass breakout [...] that clearly indicates that someone extremely powerful was able to break out"
Otherwise, I think it's perfect but a little too orange.
keep it up !
The only critique i would have is to give the textures for the materials a little bit more detail as it just looks you have colors applied to an AO and Normal Map.
Keep it up man.
I love to see a tutorial on how you set that shader up from start to finish, for the walls, looks extremely useful!
great progress!
Thanks for the comments and critiques, it's a great help! Don't worry, i'm going to be breaking up the orange colors much more as i add in other props and decorations. I'm aware that it looks nothing like a prison break out, but all that detail will get added in later.
Habboi - They are actually chocolate bricks, which would explain the melting. :-P
looking forward to the next udpate
if you have any questions let me know.
Seems I can't escape your awesome vids
Here I am again burning the midnight oil.
This time i have finally gotten around to adding in some post process and color to the floor. Included in post is sobel-edge detection tweaked render the color of the mesh instead of just straight black... that way you get some edges that have a bit of character, rather than the straight cell shade look.
New floor has a standard Hard Surface to Soft Surface Vertex Blend for some quick variation.
The up vector blending stuff won't be found in the vertex blending DVD, but we have plans to do some more advanced material stuff later on this year, and i'm sure that will be included in it.
But 10x cooler great work so far! following this one for sure:p
in this post here: http://www.polycount.com/forum/showpost.php?p=1204374&postcount=11
you have your AO in the RGB channels. now that you actually have a diffuse on the bricks for that part, did you just multiply that texture sample with the AO by a base diffuse for the bricks overall? or do you have 3 separate diffuses for each stage of damage to the bricks?
I haven't gotten the chance to work on this stuff since I recently uprooted my life and moved to Dallas, but now that i'm all settled in I've been getting my daily dose of environment modeling done.
Here's some updates.
Next step is to make a statue that i can pose differently for the center part. Now, i'm not a character artist, so don't bust my balls too much, but i'm making some progress on it.
Stay tuned
plz plz plz plz plz plz!!!
To get the edge detection, i used this setup here: http://polycube.blogspot.com/2010/03/udk-edge-detection-shader.html
To get the outlines to be colored instead of black, i used the resulting edge detection output (the black and white bit) as an alpha mask when lerping my regular scenetexture with a scenetexture that was multiplied by like .1 or something like that. That way the outline isn't completely black, it just inherits the scene color where the line should be and multiplies that color by .1
Thats a nifty trick.