Yeah i immediately thought of this competition when i saw that family guy skit. Stupid FOX taking down all of the family guy footage. That video doesnt work anymore
This scene btw...looks PHENOMINAL! I absolutely love it.
First off this stage just looks amazing, your shader work is flawless and your mats are just sick man ! Can't wait to see what else you do with this.
But I was checking your material expressions out and I'm pretty new to UDK myself, for your black and white checkered pattern, how did you create that ?
Tiny update, created towel texture and materials, has some rim shading for fuzziness and gets dark at the center to fake fiber shading, also using DX11 SSS to get some transmission....
Model was creating by running a cloth sim in max (using exported meshes from editor), throwing shell modifier on it, turbosmooth, then proptimizer to get rid of geometry.
Exactly the way I would've done it. Cloth sim is SAAAWWEEEEEET! Really awesome dude. You're really good at making everything convincing. I imagine you're one of those guys who tweaks and updates a shader many many times to get it just right. Either that or you're just naturally awesome and get it right on the first try. Lol. Or... both... Hmmmmmmmmm...
BTW, what're the differences between DX11 SSS and the previous SSS? I'm working on an Nvidia GTX 7800... Wow embarassing to admit say that out loud. Just want to know what I'm missing out on... hehe
I am truly lost for words, when you first announced that you were doing the bath house level I thought how can he possibly make that bath house look appealing a few weeks later I got my answer.
You have to do us all a solid and release this map when its done for all to enjoy.
Bbox85- SSS in UE3 for directX9 is done by either using Transmission which is just some 2 sided lighting with attenuation or by using CustomLighting and doing something like softened normals with layers of color. DirectX11 SSS is in screenspace and blurs the lighting and blends it back with phong lighting.
usually i only comment on char art but these enviros in this competition are so freaking out of control i have no choice but to fanboi all over them. this rocks, i am dangerously close to making my own now.
Frantically trying to get more elements into this, I still need to place more items around and get some lens effects in but for now I was able to do haze, fog, water, grime, damage
Nice update. I love your tile shader, that looks killer. The light shafts are a little weird for me. The windows don't seem bright enough to be letting light streaks that strong come through. This is seriously looking good though. I can't wait to see it finished.
This looks amazing. The close up views all look great. The full shot looks a bit busy. I think the light beams in the center need to be reworked or just taken away, they break the flow of the scene too much.
how are you doing this?!
Freaking incredible man, the effects are omg wow!
Such a big fan of this thread! keep it up, you should make some tuts on how to do alot of this stuff like the effects, and water spots/drips on the floor and pillars, would be very helpful!
That, Good Sir, is awesome. It's fun to see all this detail materialize out of thin air, 'cause at first, well, a bath house doesn't seem like it has all those great details.)
Maybe an open faucet with some steamy water running from it?
My main concern is still with way that the bamboo/rope circle behave with the ground.
Could I suggest to try to have missing tiles all around the circle, with some dirt/sand under it, then the rope would be half way buried inside it with a proper texture effect. (feel free to discard anything XD).
Anyway generally speaking, great work on your material.
Yeah i agree with EzMeow on the rope it kinda just looks like its been cut and the top is just on the floor, i dunno how it should look though all refrences i have seen look like yours, i think this suggestion may ruin the scene though and that is to have dirt in the middle a biut like this.
Everything else is looking super duper though, love the materials, love the depth of field and those lil puddles are sweet, well done. Wish i knew udk half as well as you! All in time though, lol.
I totally agree with the comments on the light rays, they're cluttering up the scene and they're too sharp. I'm probably going to get rid of them. I don't think I'll be putting dirt or sand on the floor but I may grime the area around the rope up more.
Awesome looking scene and incredible texture work. Though now after you've added dirt and grime to your scene I feel that the left area is too clean (on the last image) But I guess you are already know that so anyways awesome job!
I'm no environment artist so hopefully you can enlighten me on a few things. How do you plan out a piece like this, regarding modularity and scalability of textures and materials? I mean, how many of the assets have individual textures and how many use tiling textures and/or generic materials? The faucets and other metal parts, for example, all use a generic metal shader?
Why is there so many awesome environment artists making me want to try my hand at environment art right now! Curse you JordanW !!!!!!!!! *shakes fist at the sky*
Thanks for all of the comments, hopefully I can get some more time this weekend to work on this, this week is pretty brutal as far as free time is concerned
Felipe: There are generic metal shaders but I have custom textures for the faucets, lights etc... One thing that helped me plan this scene was I took the total texture space available, 4096, broke that into a list of 16 1024s and planned out a list of assets, so tiles were 1 1024, all water effects were 1 1024, so a 512 for tub water, 512 for water droplets etc... This helped a lot.
Felipe: There are generic metal shaders but I have custom textures for the faucets, lights etc... One thing that helped me plan this scene was I took the total texture space available, 4096, broke that into a list of 16 1024s and planned out a list of assets, so tiles were 1 1024, all water effects were 1 1024, so a 512 for tub water, 512 for water droplets etc... This helped a lot.
Thanks man, really appreciate it. And how did you plan out the floor and pillar tiles to blend in with water, grime and cracks? You have different materials and blend them with vertex paint or something?
Yes, the material for the tile has a vertex blend for Grime, one for cracked/removed tiles, and one for water effects. The floor has water that looks like splotches and vertical surfaces have water that looks like streaks. I store a heightmap-ish texture in one of the alphas of the tile so that the grime can blend in non-linearly.
Nice, very enlightening! How does the shader know if the surface is vertical or horizontal, is there a way to detect the surface normals and use it as input?
Also, I'm sorry if I sound like an annoying newb but this piece is stunning and your explanations have taught me a lot already. I'd understand if you don't wanna spill all the beans but I'd love to see some shader trees or some of these tricks explained in pictures, after all this kinda stuff is what makes Polycount stand out from the crowd.
This shader doesn't know what's horizontal and vertical, I just made a parameter that i could switch the textures out based on what asset it was on, so the pillars have the streamy water and the floor has the splotchy one. You COULD make a shader do that for you though by taking 0,0,1 and transforming from tangent to world space, mask the blue channel, get the absolute value of that and use that as a mask for what is facing up.
Don't worry about asking me questions, I can post shots of some of the materials but a couple are very big. I've been thinking about releasing the UPK and map files once the scene is complete.
Oh damn, that would be the best thing ever, thanks for not only making awesome art but also giving back a lot to the community! Shame I don't have a DX11 GPU yet, but I bet is still looks killer without the fancy stuff. :v
Replies
This scene btw...looks PHENOMINAL! I absolutely love it.
First off this stage just looks amazing, your shader work is flawless and your mats are just sick man ! Can't wait to see what else you do with this.
But I was checking your material expressions out and I'm pretty new to UDK myself, for your black and white checkered pattern, how did you create that ?
Model was creating by running a cloth sim in max (using exported meshes from editor), throwing shell modifier on it, turbosmooth, then proptimizer to get rid of geometry.
BTW, what're the differences between DX11 SSS and the previous SSS? I'm working on an Nvidia GTX 7800... Wow embarassing to admit say that out loud. Just want to know what I'm missing out on... hehe
I am truly lost for words, when you first announced that you were doing the bath house level I thought how can he possibly make that bath house look appealing a few weeks later I got my answer.
You have to do us all a solid and release this map when its done for all to enjoy.
Gorgeous light, material and texture.
http://udn.epicgames.com/Three/ScreenSpaceSubsurfaceScattering.html
and the whole scene so far
Freaking incredible man, the effects are omg wow!
Such a big fan of this thread! keep it up, you should make some tuts on how to do alot of this stuff like the effects, and water spots/drips on the floor and pillars, would be very helpful!
Maybe an open faucet with some steamy water running from it?
My main concern is still with way that the bamboo/rope circle behave with the ground.
Could I suggest to try to have missing tiles all around the circle, with some dirt/sand under it, then the rope would be half way buried inside it with a proper texture effect. (feel free to discard anything XD).
Anyway generally speaking, great work on your material.
Everything else is looking super duper though, love the materials, love the depth of field and those lil puddles are sweet, well done. Wish i knew udk half as well as you! All in time though, lol.
Keep going!
I agree with the clutter, it's starting to break up the space
Love the atmosphere!
Why is there so many awesome environment artists making me want to try my hand at environment art right now! Curse you JordanW !!!!!!!!! *shakes fist at the sky*
Jordan, excellent work and great thread to follow!! Thanks
Felipe: There are generic metal shaders but I have custom textures for the faucets, lights etc... One thing that helped me plan this scene was I took the total texture space available, 4096, broke that into a list of 16 1024s and planned out a list of assets, so tiles were 1 1024, all water effects were 1 1024, so a 512 for tub water, 512 for water droplets etc... This helped a lot.
Thanks man, really appreciate it. And how did you plan out the floor and pillar tiles to blend in with water, grime and cracks? You have different materials and blend them with vertex paint or something?
Also, I'm sorry if I sound like an annoying newb but this piece is stunning and your explanations have taught me a lot already. I'd understand if you don't wanna spill all the beans but I'd love to see some shader trees or some of these tricks explained in pictures, after all this kinda stuff is what makes Polycount stand out from the crowd.
Don't worry about asking me questions, I can post shots of some of the materials but a couple are very big. I've been thinking about releasing the UPK and map files once the scene is complete.
I'd even give you money to learn how to make a scene look like that.
no joke.