These high polys have very high frequency details, I'm guess your going to be using some big texture sizes, but make sure you have the resolution to bake the detail properly.
Looking good. I definitely think the bottom piece is going to have the best bake. Hopefully the top 2 pieces will bake out fine. Like vahl said the edges might cause you a headache. Sounds like you're using a good size map so hopefully that will help.
Hey folks, update time, I'm starting to import normal mapped assets into the map, and trying to get the lighting closer to the 3dsmax viewport block-out.
Thank you for the feedback, the normal map baked very well, and all rounded edges remain good looking in it. Here's how it looks half size:
With all the shiny surfaces, and all the straight lines in your modular design was beginning to become a lot for the eye to take in. But the colours break it up nicely and brining out the smooth lines. Great sense of depth too.
This is some slick designing man, absolutly love it! Keep on going!
Just a question how did you do the numbers on the side? Did you do seperate texture, decal, mesh etc? just wondering how you did it as i had an idea of putting numbers on my piece.
Thanks guys, and I agree with you iansmithartist, that at the moment it's a bit hard to read. I'm on my way to make it as good as possible tho.
Sharvo, at the moment it's just some maxText converted to poly, with a black material, but it will change to decal actor asap, EZMeow gave me some cool hints on how to make it a low res texture and look sharp.
This is the daily update, now with added coolness in lensflare, planet shader, starfield with nebulae patches, changed lighting direction a bit too.
that kind of lighting is definitively better ! it gives more depth to the scene. But be careful with the statue, the flare tends to "hide" it.
anyway, awesome job, i'm impressed *-* !
That's a pic from last weekdend, played with post process a lil bit, desaturated nebulae, will need to make the red dwarf a lil bit darker, make a better athmosphere ring for the planet.
Been slowly working on a HP of the holographic interface, it's rushed, but should work for what you'll see at the distance:
Right, rise and shine, been able to work on this again. For two days. Had several problem with PC blue screens of deaths and multiple reformats. Surprinsingly I was able to keep all these files intact.
I completely reworked the lighting from scratch, perfected the planet athmosphere, added more props, bubbles in the tubes, fancy colors, etc.
Last two assets are the holograms asset in the middle and the sofas, stairs need more work as the lightmap looks bad.
On the list of things to do still comes:
-Text decals and paint decals (wouldnt look scifi without)
-Texture sofa
-Texture hologram
-Add railings
-Add last minute sex bombs around to win
-????
This is looking really great, i like the art style. I agree with dustin though, my eyes don't settle anywhere, it might be worth trying to draw the eye somewhere, maybe the awesome statue. Seems to be lacking doors and other functional items? maybe adding a few things like that could make the room look more like it has a purpose.
The update as I said; reworked post process, made it easier to read I think by removing the floor glow, softened reflection maps, added chrome parts where necessary. Still have to turn some of the black elements to plastic black and it'll shine a bit less.
Also, done on the sofa?bed texturing. I will add some more props to it soon like this:
Changed in the floor really make this easier to read!
I think the statue could be made bigger and brought lower to make it a clearer focus point, at the moment it's in danger of becoming part of the background noise.
Thanks guys for the very useful crits, I feel like it's going forward.
Today I played with the lightmass settings again and found some better ones, increased the occlusion params so that the level gets ambient occlusion more easily in some places, as a result, the pointlights have a better radius effect on walls and stuff.
As consequence, the foreground is now a bit darker. I plan to do something there to drive a bit more attention.
Aside lighting I textured the holograms, and scaled the statue a lilbit. It's also lower. You'll tell me.
Pics, enjoy the suuper future spce keyboard placeholder!
In this update I try to add some non-scifi elements in the scene to create some kind of unique look, the lights on the beds are a bit library like, and there's some books around.
I had fun texturing the book, EvE Online players will enjoy:
It's an Amarr Skill Book!
- On the changelog, added some blue color to the ground glass, following PaintOver day where EZMeow did some cool stuff.
Nice one, Vincent! Gotta love that bed.) It has a really cool Deus Ex 3 vibe to it:)
The whole scene it neat too. Those are cool little lens flares at the bottom of the half arched things.)
But I think it could really use some particle treatment! Maybe some steam coming out those huge vents? shrouding the statue in mystery while also separating foreground with the background and accentuating aerial perspective?
It would also be cool if those computer had a second holographic layer of interface.
And this might be a bit of a crazy idea but what the hell:
I think a big-ass detailed chandelier under the ceiling could look really good. Maybe some on the walls?
but that's just me of course.) And with that last idea I just might have lost the remains of my credibility so I guess I'll just wish you good luck now!:)
This is all looking amazing as always but I cant help but feel that it's slightly lacking in colour... maybe some bold sections of colour in very small amounts?
Replies
One last HP update before texturing stage now; I have got all the assets I previously posted unwrapped and ready to bake on a single 2048 now.
It's always looking empty and utterly bad atm, but I plan to add more fine details with ndo once I know the final texel density in game.
And I'm glad too see you're trying new stuff and styles.
Looking forward for more.
Cheers
Can I see a wireframe for this object?
edges too tight for my taste though, you get some nasty aliasing/noise on the screenshots
Thank you for the feedback, the normal map baked very well, and all rounded edges remain good looking in it. Here's how it looks half size:
And a teaser of the level: (I know)
Feedback welcome, as usual!
Don't pay attention to the triangle look under the reflection, I forgot to smoothgroup this bitch.
Hopefully you see where I am headed now, from a style point of view.
I will try to add some variations and very light dirt in the textures asap. Decals needed too, to make it more interesting.
I added the star field among other things tonight, reworked the lighting a bit, to try the red led on the walls. And doubled the lightmap sizes.
I need to texture the planet now and add a lensflare for the red dwarf in the middle.
Lit - Unlit - Lighting Only:
Sitting at 128,000 triangles at the moment
Could use some more warm color though:)
Just a question how did you do the numbers on the side? Did you do seperate texture, decal, mesh etc? just wondering how you did it as i had an idea of putting numbers on my piece.
Thanks
Sharvo, at the moment it's just some maxText converted to poly, with a black material, but it will change to decal actor asap, EZMeow gave me some cool hints on how to make it a low res texture and look sharp.
This is the daily update, now with added coolness in lensflare, planet shader, starfield with nebulae patches, changed lighting direction a bit too.
anyway, awesome job, i'm impressed *-* !
That's a pic from last weekdend, played with post process a lil bit, desaturated nebulae, will need to make the red dwarf a lil bit darker, make a better athmosphere ring for the planet.
Been slowly working on a HP of the holographic interface, it's rushed, but should work for what you'll see at the distance:
I completely reworked the lighting from scratch, perfected the planet athmosphere, added more props, bubbles in the tubes, fancy colors, etc.
Last two assets are the holograms asset in the middle and the sofas, stairs need more work as the lightmap looks bad.
On the list of things to do still comes:
-Text decals and paint decals (wouldnt look scifi without)
-Texture sofa
-Texture hologram
-Add railings
-Add last minute sex bombs around to win
-????
I already made the gound tiles easier to read after your message, will post an update tomorow as I play with color grading at the moment.
Thanks for the feedback
Also, done on the sofa?bed texturing. I will add some more props to it soon like this:
or this
Anyway, enough chit-chat, pictures:
I think the statue could be made bigger and brought lower to make it a clearer focus point, at the moment it's in danger of becoming part of the background noise.
This scene is seriously slick man!
Today I played with the lightmass settings again and found some better ones, increased the occlusion params so that the level gets ambient occlusion more easily in some places, as a result, the pointlights have a better radius effect on walls and stuff.
As consequence, the foreground is now a bit darker. I plan to do something there to drive a bit more attention.
Aside lighting I textured the holograms, and scaled the statue a lilbit. It's also lower. You'll tell me.
Pics, enjoy the suuper future spce keyboard placeholder!
In this update I try to add some non-scifi elements in the scene to create some kind of unique look, the lights on the beds are a bit library like, and there's some books around.
I had fun texturing the book, EvE Online players will enjoy:
It's an Amarr Skill Book!
- On the changelog, added some blue color to the ground glass, following PaintOver day where EZMeow did some cool stuff.
- Added lamps
- Added books
More to come
The whole scene it neat too. Those are cool little lens flares at the bottom of the half arched things.)
But I think it could really use some particle treatment! Maybe some steam coming out those huge vents? shrouding the statue in mystery while also separating foreground with the background and accentuating aerial perspective?
It would also be cool if those computer had a second holographic layer of interface.
And this might be a bit of a crazy idea but what the hell:
I think a big-ass detailed chandelier under the ceiling could look really good. Maybe some on the walls?
but that's just me of course.) And with that last idea I just might have lost the remains of my credibility so I guess I'll just wish you good luck now!:)
cheers
Kept the particles for the finish:
Here's the final stuff.