reiro: I promise I havent forgotten! I will record the next prop I texture for the environment
Stromberg90: I will post a few more parts, just have been CRAZY busy lately.
Here are some texturesheets, yo! Alot of fugly baking and issues here, but ignore them! If it doesnt show on the model, it doesnt count!
Long time no update... been replacing the fugly mud with a nicer groundshader that lets me blend asphalt, cracked asphalt, sand/dirt, colortinting is a couple of different ways, and displacing geometry for some cool deformation around the cracks.
Looks good, although for me it seams that the cracked asphalt is scaled a bit to big, I might be misjudging the scale of the scene, but for me it seams like that.
This is a very informative thread wish there was more like this one, keep on the good work
PS: Don't forget to upload the next video's of the rifle
Great shader network, thank you for the information on it all as well, i am learning it at the moment and this is pure win to help. As is all the other images in this thread.
i like your texture work on a lot of this stuff... good job on everything really... I d/l modo because of this thread (trial) but still haven't gotten anywhere with it...
Tor i'm crying over here! It looks so good damn sexy! When i saw the highpolys i really wondered how you were going to tackle the lowpoly. If I would have done it I would just go crazy with all that detail. It really looks solid but still super optimized..
Textures looks epic to, the only thing that i would think of adding would be a little more color. Not much, but something little. It's very desaturated.
Thanks for the comments. No flipping will be done! the flipped text is on the side that wouldnt be seen by the player, so.. i COULD fix it, but it wouldnt really matter in game :] the texture is mirrored, thats why the text is flipped :] (also im stressed and lazy! )
Slave_zero: 2k textures :]
strOlsson: the polycount is a bit inflated, once again cause i didnt have time to optimise it properly, its around 8k I kept it pretty desaturated because i wanted to a mmore realistic inspired scifigun :]
Here's some updates on the scene! Will post a flythrough someday soon :]
Man, this environment is ace. For the ground did you use vertex painting? I'm diggin the steam coming from the vents and stuff, but I feel like you should add more dust or something to the air, just to give it more of a feeling of a slum and a dirty area. Just a nitpick though
Awesome man, that's really starting to come together . One thing that's really noticeable is the tiling tinted panels, they could probably use some more variation
jordan: yup, the ground is vertex painting, and yes, i want to do some dust-effects amd throw in there aswell
Peris: agreed! Need to bust out some more wall panels, one is not enough apparently ;D
could add ones with windows (maybe some circular or sweet shapes), also you could add some with broken panels, and vent or some steam pipes some steam towards the top would add something nice! love the scene tho, keep coming back to this thread for inspiration.
This is awesome work man. The only thing I think hurting it is the steam. Everything looks so detailed and polished, the steam just stands out. I think part of the problem is that its glowing in the shadows. If you make it more subtle escpecially after 2 or 3 feet off the ground it would help a lot. Anyways, great work I look forward to seeing this done!
in that first shot.. city14. on the left-hand side it looks like there is a blue light coming from underneath the door. do you have the checker BSP behind that? it usually bleeds emissive light.
Awesome work!The different colours are nice. I'm not much of a fan of that yellow building, perhaps it's one too many, but the green and red are really strong and work well together. Great work throughout this thread. Reminds me of home .
Oniram: most likely just a baking bug, some lowres lightmap or baked at bad quality.
MasteroftheFork: thanks. Yeah, stupid emissive steam, will have to look into that, thanks!
Replies
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Have you forgotten about the texturing vid?
Would be great to see your texture workflow.
Would also be really cool if you recorded yourself texturing once, I don't think most of us find it boring.
Keep on posting, need some more images in my inspiration folder
http://www.polycount.com/forum/showthread.php?t=86280
reiro: I promise I havent forgotten! I will record the next prop I texture for the environment
Stromberg90: I will post a few more parts, just have been CRAZY busy lately.
Here are some texturesheets, yo! Alot of fugly baking and issues here, but ignore them! If it doesnt show on the model, it doesnt count!
Your spec map looks strange Oo ;D doesnt show on the model though looks awesome
The maps could be uglier than a crack whore, but that doesn't really matter.
What it counts is how they look in on the model. Textures are like high poly modeling: as long as it works. You don't get a cookie for pretty work.
That wasnt meant as an insult of any kind towards his work, or the outcome how it looks, it looks really great how it is.
It was just more a question for the reasons he choose the spec to be like that.
More focus on cube maps etc?
Again I feel exactly the same about what you said.
The end result counts.
that was the original idea. However I cant get cubemapping to work with the painting right now.
You are awesome. Your work is awesome.
This is a very informative thread wish there was more like this one, keep on the good work
PS: Don't forget to upload the next video's of the rifle
Thanks
UDK material viewport shot:
The weapon looks very cool right now but I would add more detail in the side.
I bookmarked the thread, lots of great works here man
again, awesome work
That weapon turned out really nice, any tips on how to get those sweet renders with udk?
This is going straight to my inspiration folder
Textures looks epic to, the only thing that i would think of adding would be a little more color. Not much, but something little. It's very desaturated.
Najs skit!
Slave_zero: 2k textures :]
strOlsson: the polycount is a bit inflated, once again cause i didnt have time to optimise it properly, its around 8k I kept it pretty desaturated because i wanted to a mmore realistic inspired scifigun :]
Here's some updates on the scene! Will post a flythrough someday soon :]
Peris: agreed! Need to bust out some more wall panels, one is not enough apparently ;D
could add ones with windows (maybe some circular or sweet shapes), also you could add some with broken panels, and vent or some steam pipes some steam towards the top would add something nice! love the scene tho, keep coming back to this thread for inspiration.
MasteroftheFork: thanks. Yeah, stupid emissive steam, will have to look into that, thanks!
just caught this. are you using a staticmesh? or terrain? i got cubemapping to work with vertex painting on meshes.
http://img.photobucket.com/albums/v666/Oniram/VertexPainting.jpg
Im using a static mesh. What version of UDK are you using? Hmm, might have to try again! Wierd...
That was done in the latest build...June. But I've tested it before in previous versions. I'll post up my material when I get back on my pc