yes sir I do They seem to be custom made for every situation, one is very large and is used in a lumber factory and another is small and is in a brewery. Same general shapes across the board.
Using the newish looking ones for general shape, and the older ones for deterioration and interest factor.
If so, really awesome, you're really privileged to have Mistry taking his time to crit your stuff. How are you going to be tackling the diffuse? I hope you manage to save as much texture space with that too
@myles Yep it is, hoping to get all the Mechanical/ metal objects on there. As for the diffuse, Im going to to do the same process, it will just take more time to make sure everything matches up properly. Ill also be using the vertex colours/ blend in udk to give some more variation. Yes I reall appreciate all the help he has given me so far
Looking good Ben ! I hope you continue w/ extending that large pipe though out the scene.
One thing thats bugging me is the walls. I like the back wall, its the one on the left side that could use some improvements. I feel something like this could work a bit better, and still have your original idea of windows and metal sheets. I'm looking at the left side, you can use another avoid extension to help create a greater sense of space.
Thanks Hiten, Which pipe are you referring too? the ones in the foreground? or the large rectangular vents in the back?
Thanks Kratilim, Ive got a pretty good idea of where im going with the lighting. Ill post a drawing in a bit
I was also thinking (this may be what you meant in the last part of your msg) that through the back left you could see a separate section of the building, even if its just a brick wall with pipes and an AC unit...
Did a quick paint over, More pipes than this will be added as well as the wires.
Thanks Hiten, Which pipe are you referring too? the ones in the foreground? or the large rectangular vents in the back?
I was also thinking (this may be what you meant in the last part of your msg) that through the back left you could see a separate section of the building, even if its just a brick wall with pipes and an AC unit...
Thats all that it needs to be a super simple background area, with a little layout love from the props. Forget about the pipe idea i had.. now that i really think about it , it seems bad
I'll do a paint over and posted in sometime thursday.
The placement of heavy turbine mechanism to the left looks off on that balcony. The balcony feels too thin and weak as well, even if it would be emtpy, but with that mechanism it feels even weaker construction-wise.
As far as i know such mechanisms are placed on the ground usually...
Thanks Hiten, In the paintover I took those into consideration I'm thinking it would be a combination of brickwork and wood. This would give me the ability to keep the broken beams and subtle destruction in the ceiling.
I completely agree Matroskin. Ive changed up the area underneath the turbine. Adding a solid wall underneath instead of an open area.
i like the new paint over
Some crazy ideas:
> To show age in this scene, have more broken items.
>> Like have the stair broken / barley holding itself together.
>>Broken pipes !
>Repeat the Mega turbo gene, like dup it. and place it further down in the scene in the y axis ...
>The the pillars/support beams, just use a tiling concrete texture.
>>Right now i see that you reused that texture sheet you made a ton ( which is great !!!) but in this case its got gonna work.
>> tiling texture are you friend in cases like this
great diffuse, nice sense of surface details. the only thing u might wanna add is a tiny bit of edging detail. or just reuse or cavity map and pop the edge details.
other then that great job !
do I understand this right, that you have 1 texture for the diffuse, spec and normal map? If yes, are you using multiple map channels or how does that work?
Haha, okay then. Usually you see this with some kind of blending or anything else so I got confused here. Thanks for clearing that up, nice work so far btw!
great process !
everything seems to be coming together.
Nice metals, but the spec on the shader could be pushed a bit more.
the spec scale could be increased a bit more.
also can you post your spec maps ? i wanna take a look at a few things
I've sent you a "very special" image to your personal email
showing that 'colour spec' details.
Now with your current spec you are doing a few things well.
>Your adding and removing additional information
>> scratches , wears and tears, mini dents
But the way you've done the spec map can be greatly in proved
>in some areas can use some contrast, just push the range of the Histogram.
>>Just have more areas that reach the extreme dark (black) and some areas with the extreme of white
>Also apply some white edging detail into your spec, it'll help pop some areas out a bit more
srry, but spec scale i meant glossiness on the shader. The spread on the light on the object.
>just have it extend a lot more on your metal objects
I hope this better explains good spec your on the right track !
Also.... for your fabric add some thread details, it'll make that texture a bit more interesting
aslo ! add dirt finger/hands prints and smear oil and stuff...since its an old fabric sheet
examples below !!!
Starting to build lighting. Couple of textures im mulling over as well.
The lights are going to be "oranger" than this, lots of rim lighting caused be the main source of light through the back vent. I'm still learning the settings in UDK so if anyone has any input Im all ears
Overall the scene will be brighter. Really dark right now
Also thinking some dust particles floating and glimmering in the scene.
Hey.. This turned out super nice..!!!
My suggestion..
How about putting a second light source on the first floor..
It might make the scene more interesting..
But man.. Good job!!
Hey dude,
Good process so far. Nice little set dressing details you have going. The wires and pipes.
Here is a quick paint over i did, with some suggestions.
Fixes:
>The Railing and pipes, need to have a connecting object. A small metal trim for the railing areas, and the pipes that are going into the wall some leaks/stains to make it seem more real.
>WIndow frame surface material doesnt read well. its not metal nor wood. So pick one !
>Concrete trims at where the floor and wall meet (have kinda of a broken look to it.)
> This is just a suggestion, but maybe have one of the lights turned ON ? This well help with light bouncing off of more surfaces, so material texture can get a better read on spec and such.
You're going in the right direction, just more tweaking and small fixes
Also could you post a "diffuse' render from udk - no lights, i wanna see how dark/light some of ur textures are
damn ben, you're putting so much work into your portfolio. this where everyone should come when they complain about motivation. good job, dude! keep it going!
EDIT:
oh yeah, lighting is really dark in that scene at the moment.
I have to say regardign this last environment that you should try to aim for more of that natural light and contrast from the refs in your lighting - right now you have a scene with a lot of interest in it, but it's all drowned out in dark and overly colored lighting without any intelligible sources or even a sense of time of day. Stop doing the blue/orange stuff and start with a stark daylight sun or something coming in and bouncing around and complement that as discretely as you can. Right now your scene looks very little like your reference My two cents!
Replies
Using the newish looking ones for general shape, and the older ones for deterioration and interest factor.
Will have more tomorrow, starting to get the hang of this I think
Generator:
Quick Grab: ( minus the Wood)
http://i968.photobucket.com/albums/ae170/Strasserbenjamin/Mech_NRM.jpg
If so, really awesome, you're really privileged to have Mistry taking his time to crit your stuff. How are you going to be tackling the diffuse? I hope you manage to save as much texture space with that too
hope to see more soon !
@Hiten, thanks man
Here is an update on the boiler room: (still with same Texture sheet)
http://i968.photobucket.com/albums/a...n/Mech_NRM.jpg
One thing thats bugging me is the walls. I like the back wall, its the one on the left side that could use some improvements. I feel something like this could work a bit better, and still have your original idea of windows and metal sheets. I'm looking at the left side, you can use another avoid extension to help create a greater sense of space.
Thanks Kratilim, Ive got a pretty good idea of where im going with the lighting. Ill post a drawing in a bit
I was also thinking (this may be what you meant in the last part of your msg) that through the back left you could see a separate section of the building, even if its just a brick wall with pipes and an AC unit...
Did a quick paint over, More pipes than this will be added as well as the wires.
Thats all that it needs to be
I'll do a paint over and posted in sometime thursday.
http://www.flickr.com/photos/pere73/6641571947/lightbox/
As far as i know such mechanisms are placed on the ground usually...
Love this tutorial.
I completely agree Matroskin. Ive changed up the area underneath the turbine. Adding a solid wall underneath instead of an open area.
update:
Some crazy ideas:
> To show age in this scene, have more broken items.
>> Like have the stair broken / barley holding itself together.
>>Broken pipes !
>Repeat the Mega turbo gene, like dup it. and place it further down in the scene in the y axis ...
>The the pillars/support beams, just use a tiling concrete texture.
>>Right now i see that you reused that texture sheet you made a ton ( which is great !!!) but in this case its got gonna work.
>> tiling texture are you friend in cases like this
Quick Update:
I think I like it better with the second generator in the back. It looks a tad bit empty with out it.
Almost everything into the UDK editor. Smaller props and some more pipes/ coils/ wires to be strewn about in the scene.
If anyone has some decent lighting tutorials for UDK I would love to see them!
I now have all of my models into UDK, Started my textures (real early still- post soon)
Larger Main shot--
some minor concerns. one the first image, in the 2nd row with the close ups of the floors. it should be metal planels.. unless the ref you found had metal panels like that
http://www.flickr.com/groups/indecay/pool/show/with/6683587909/
http://www.flickr.com/photos/forodrim/6319847201/sizes/l/in/photostream/
http://www.flickr.com/photos/63203562@N06/6684759569/lightbox/
Thanks for the Ref!
Here is where Im at after some work this morning...
In marmo..
Ill be away for a couple days at work.. should be back in business middle of the week!
Update:
other then that great job !
Seirei, Sorry its 3 textures a dif, spec and a normal. I just overlapped them like that for presentation. No crazy magic here
Update:
everything seems to be coming together.
Nice metals, but the spec on the shader could be pushed a bit more.
the spec scale could be increased a bit more.
also can you post your spec maps ? i wanna take a look at a few things
Here are my spec maps for the floor, elec unit and terminal.
showing that 'colour spec' details.
Now with your current spec you are doing a few things well.
>Your adding and removing additional information
>> scratches , wears and tears, mini dents
But the way you've done the spec map can be greatly in proved
>in some areas can use some contrast, just push the range of the Histogram.
>>Just have more areas that reach the extreme dark (black) and some areas with the extreme of white
>Also apply some white edging detail into your spec, it'll help pop some areas out a bit more
srry, but spec scale i meant glossiness on the shader. The spread on the light on the object.
>just have it extend a lot more on your metal objects
I hope this better explains good spec
Also.... for your fabric add some thread details, it'll make that texture a bit more interesting
aslo ! add dirt finger/hands prints and smear oil and stuff...since its an old fabric sheet
examples below !!!
Wanted to get these images up, Ill have more tonight
Still need to do :
Re-place pipes around the scene,
tinker with my vertex painting in the walls.
Final Pass on main boiler texture
I have a DVD (just got it a bit ago) thats taking me through the lighting process in UDK, so that will also be up soon!
Overview of the Normal Details in my scene.
Update: (The vertex painting in the walls and roof)
Props:
(Updated SPEC)
(Updated SPEC)
(Updated SPEC and sharpened the details around the edges)
The lights are going to be "oranger" than this, lots of rim lighting caused be the main source of light through the back vent. I'm still learning the settings in UDK so if anyone has any input Im all ears
Overall the scene will be brighter. Really dark right now
Also thinking some dust particles floating and glimmering in the scene.
Update:
Thanks
My suggestion..
How about putting a second light source on the first floor..
It might make the scene more interesting..
But man.. Good job!!
Hey Ruz, completely agree! what I have so far is very basic. Im still figuring out all of the different settings. Thanks for your input.
Good process so far. Nice little set dressing details you have going. The wires and pipes.
Here is a quick paint over i did, with some suggestions.
Fixes:
>The Railing and pipes, need to have a connecting object. A small metal trim for the railing areas, and the pipes that are going into the wall some leaks/stains to make it seem more real.
>WIndow frame surface material doesnt read well. its not metal nor wood. So pick one !
>Concrete trims at where the floor and wall meet (have kinda of a broken look to it.)
> This is just a suggestion, but maybe have one of the lights turned ON ? This well help with light bouncing off of more surfaces, so material texture can get a better read on spec and such.
You're going in the right direction, just more tweaking and small fixes
Also could you post a "diffuse' render from udk - no lights, i wanna see how dark/light some of ur textures are
Update:
1 last thing Im going to try and do is add some transparency to the windows.
I couldn't get the emissive texture to work properly, So the light on didn't look right
Thanks
EDIT:
oh yeah, lighting is really dark in that scene at the moment.
Great work man!
Thanks for the paintover, appreciate it.
Tried to adjust the darkness issue. Let me know if its better now
(looking at it now its way blown out on my "good" monitor and a little blown out on my other one.)
Let me know what you think of the lighting or if you have any ideas, Id appreciate it.
I like where my set-up is going so maybe more in the way of tweaks.
LIGHT REF: (some of my images)
DIF PASS:
Next piece will be a: (Going to set a limit on how long I work on this, thinking about 3 days HP to LP-textured game model)
Thanks again.