Hey everyone - Instead of starting a new topic every time I have a project I'm working on, I figure I would post unfinished projects of all sorts here in this thread. I greatly appreciate anybody who wants to jump in and give harsh critiques, rip my work to shreds, or ask questions.
I'll start with pieces for a sci-fi room I'm working on. It's my first time dealing with metal textures. I'm relying heavily on reusing models and UV space as much as possible, and I started by building a large collection of pipes that will be running throughout the entire room, and in many of the meshes.
Thanks for taking the time to stop by and comment!
Replies
Whoever did the concept for that piece is more than likely extremely handsome.
Finished the wall-panel, the modular pipes, and threw them into UDK for some testing.
I'll try to do something about the obvious repetition, I'm hoping to make a smaller texture map to have some little metal assets I can plaster all over the place to add randomness.
I know your making a bunch of other pieces but may be make a panel that crosses over into the other panel/panels by having some of those wires or something conect into the panel next to it
keep it up cant wait to see more
Third asset done - It tiles... well, I didn't count, but I think it's at least a twelve-way tiling with mirroring.
Please, please crit if you can. My specs look pretty good in the max nitrous viewport, but they're starting to feel a bit off in UDK. I feel it might be the lighting setup.
I'm also having normal problems with the floor tile. They show up perfectly in the max viewport (Which I knew was an issue with previous versions, but thought it had been fixed by 2012), but they aren't shading well at all in UDK. They were baked with Max's RTT. There is plenty of geometry to use one smoothing group for the entire mesh, but I think I might get a better result if I flatten the top down onto one smoothing group. Any advice?
Thirdly, though I'm not even seriously at this stage yet - mirroring seems to cause all sorts of weird lighting problems on the instances. Normal?
dogzer, the inspiration is all from concept art done by Luke Brubaker, aka Shiniku. I'm doing many of these assets for a class we're in together. http://www.shiniku.com/
Thanks, Alberto!
Chris, I'll take that into consideration. I'm still trying to figure out what I'm going to do for a lighting source other than having tiny emissives everywhere - and at the very least, I'll probably have a couple material instances to bring in some different colored emissives, like blue or orange.
Here's my latest update. I redid the normal and smoothing groups to fix the errors I was getting, threw some rough light map UV's on it, made a gloss map (which I'm not happy with), replaced the large pipes with something cleaner, and plugged in a post-process chain for kicks and giggles. I'm still not happy with how the materials are coming off, but I think I'm getting closer.
chaosquack - Thanks! Still some finagling to do with the gloss maps.
Here's the latest! I'm starting to think about scene composition and level design, so any crits in that area are appreciated. Still a very early build. I built a mesh that I could specifically use as a lighting source other than the red emissive - I don't know if I like the look of it. I can't decide if I want a yellow or blue-ish hue overlaying the scene.
I'd also would like to see wires of your stuff sir!
Looking forward to more !
I seem to have my emissive bleeding into my lightmap channel? There is plenty of padding, weird. It might just be an AA issue.
I greatly would appreciate harsh critiques on the composotion and lighting. Level design is one of my weak suits. Light-shafts, yea or neigh?
You really need to get some steam/smoke/fog or something along those lines coming out of those wall panels it would be so sweet.
Still getting weird lightmapping issues!
just don't ruin it with big light shafts