You are busting out so much great work. Every time I come back there is something else shiny and new to look at. Do you have an overall plan our are you just developing it as you go?
Also an artist at "People can fly?" Just picked up, played and completed Bulletstorm the other day. Very fun and great looking game. Good work sir.
Oniram: Ill see if I can post it later, when its finished :]
iansmith: I have an overall plan, I just dont stick that well to it, it keeps evolving as I go, hehe. Thanks, Im glad you like it! :]
kio: thanks!
Rens: thanks, punch stellan from me, but gently!
sueds: The reflection is a cubemap rendered from the scene imo working on. :] So its not realtime, even if I could turn that on if I wanted :]
OMG that shader!! Sickness...nice job! Can't believe it wasn't textured before until I read the post. It's only gonna look better now that you're texturing O_O
Thanks for the comments :] I still have some ideas of what to improve with the shader, also need to finish the textures for the back, and improve the lighting in the scene, so i can call it done :]
Tone the cubemap's value down, it looks like glass - not shiny reflective metal!
Also - try separating the materials more. Right now the black metal bits look as shiny as the white bits. It's like everything has a coat of even reflection on it.
Also, the issue would not be to tone down the cubemap, it would be to lower the diffuse of the surface and blur the reflection a bit more i think :] Metal is darker, but can still be very shinyyyy :]
And yes I agree about the material differences, the reason for that is that there is no real reflection/specmap yet, Im still working on the diffuse, havent got around to the masking yet :]
Great shader work man. Can you post a screen of the material tree? Or give us a rundown on how you went about making it look not so metal and more unique? Really like the design on that thing also...I was curious because im trying to do some stuff with material variation in unreal as well with more high tech materials like that, plastics, ceramics and carbon fiber etc.
Thanks for all the comments :] I knoooow, i should finish one of these, but here is another WIP..eh ^^ Recording this one aswell, will probably be pretty boring to watch, but hey, lets try anyway Will finish robotdrone tomorrow, without starting anything new, promise This is based on some loose sketches by Axel Torvenius (http://torvenius.deviantart.com/) that i frankensteined and redid a bit.
Yeah, I totally read that material as more of a synthetic plastic type. It looks quite cool. Are you using a convolved cubemap for low frequency image based lighting?
Slum: nope, no imagebased lighting in this scene, its just really basic, a few pointlights and a directional light :] Gonna do an effort and try to do something in DX11 with it though :]
And here is a video, managed to fuck up the heightratio, so everything is a bit stretched, buuuut, yeah... anyway, here it is :P
VIDEO:
Love that Drone! Some fine work! Kudos on the shader it fits the piece perfectly and some excellent detailing in the back. No crits just praise from me.
Thanks for all the comments!
Mistry10: i will post texture flats tomrrow, just for you! ^^
Ali: sure, ill do that, eh.. just gotta remember to do it ^^
Ugh..like... 4+ hours of modelling. Have hit some retarded speedbump. Ahwell, some progress.
Thanks for all the comments!
Mistry10: i will post texture flats tomrrow, just for you! ^^
Ali: sure, ill do that, eh.. just gotta remember to do it ^^
Ugh..like... 4+ hours of modelling. Have hit some retarded speedbump. Ahwell, some progress.
]
I've got say dude, the details you cram in here. It's just so... beautiful! I started with one of hes concepts a while back and i got really frustrated by the lack of details in the concept. Really impressive stuff.
When you are modelling all that great high poly detail, how much do you worry about the low ploy model, in terms of making sure the details will conform to a low poly model? Or do you just go crazy and worry about the low poly after?
iansmith: I always worry about the lowpoly, even from the concept phase. When building the highpoly I often do slight alterations in angles, placement of details etc to make it easier to transfer it to the lowpoly, or making it easier to build with less polygons. I do it all the time on autopilot, but i usually keep adding highpolydetail when building the lowpoly aswell, just to fill troublesome areas, so I can save on polys/make better bakes.
Hmm, i have 5 hours or so recorded of modelling the rifle... but i stopped recording because it was such a hassle, so the entire process is not recorded, also.. its kinda boring to watch I suppose, even speeded up xD but i can throw something more together. :]
Hmm, i have 5 hours or so recorded of modelling the rifle... but i stopped recording because it was such a hassle, so the entire process is not recorded, also.. its kinda boring to watch I suppose, even speeded up xD but i can throw something more together. :]
Add some dub-step to the video :P
The gun is looking awesome. You going to take it all the way?
brandoom: haha, yeah ^^ And yes, ill take it all the way.
Oniram: alrighty, here it is: textures will be up next.
The shader comes is pretty damn heavy at 137 instructions, and its using a bunch of textures. Could easily cut atleast ten instructions, and I only really need 4 texturefetches, but I kept it like this while working on it to make it easier for me to iterate on. The normalmapnode is a bit funky there, cause my computer at home crashed when importing the normalmaps, so i divided it into two and combined them as a temporary workaround while at home.
Replies
Also an artist at "People can fly?" Just picked up, played and completed Bulletstorm the other day. Very fun and great looking game. Good work sir.
Looks really cool.
iansmith: I have an overall plan, I just dont stick that well to it, it keeps evolving as I go, hehe. Thanks, Im glad you like it! :]
kio: thanks!
Rens: thanks, punch stellan from me, but gently!
sueds: The reflection is a cubemap rendered from the scene imo working on. :] So its not realtime, even if I could turn that on if I wanted :]
Also: no AA, cause my computer is a whiny bitch
YOU are a whiny bitch! albeit a talanted whiny bitch =D
Also - try separating the materials more. Right now the black metal bits look as shiny as the white bits. It's like everything has a coat of even reflection on it.
And yes I agree about the material differences, the reason for that is that there is no real reflection/specmap yet, Im still working on the diffuse, havent got around to the masking yet :]
i saw a car this morning that was being hit in just the right way that it damn near mimicked the effect he's got
yeah i agree, there's metal out there that are pretty shiny. i think it looks great! but that's my Personal opinion...
And here is a video, managed to fuck up the heightratio, so everything is a bit stretched, buuuut, yeah... anyway, here it is :P
VIDEO:
http://vimeo.com/25272493
.. i think? ^^
Highpolyshots:
i really like that metal texture you got, really nice details .
could you post some texture flats when u get a chance ?
:poly142::poly142::poly142: FACEMELT.
I have a obscene request: could you make a render of that highpoly drone in 1920x1200 ? That would be cool
greetings
Really amazing work sir! Wouldn't mind seeing some more UDK images though .
Mistry10: i will post texture flats tomrrow, just for you! ^^
Ali: sure, ill do that, eh.. just gotta remember to do it ^^
Ugh..like... 4+ hours of modelling. Have hit some retarded speedbump. Ahwell, some progress.
I've got say dude, the details you cram in here. It's just so... beautiful! I started with one of hes concepts a while back and i got really frustrated by the lack of details in the concept. Really impressive stuff.
Oops, forgot to post texture flats..eh.. have to dig them up :] Anyway, here is a small update on the gun. Been really busy lately.
Add some dub-step to the video :P
The gun is looking awesome. You going to take it all the way?
Oniram: alrighty, here it is: textures will be up next.
The shader comes is pretty damn heavy at 137 instructions, and its using a bunch of textures. Could easily cut atleast ten instructions, and I only really need 4 texturefetches, but I kept it like this while working on it to make it easier for me to iterate on. The normalmapnode is a bit funky there, cause my computer at home crashed when importing the normalmaps, so i divided it into two and combined them as a temporary workaround while at home.
Your shiny drone has a certain portaly feel to it.