I love watching the light from the monitors flash along the ground. Really nice video. Shows all those little details that one or two screenshots can't show.
Tremendous work there! i absolutely love your color scheme and the way you played with the depth of field in your video! it truly captured your talent as an artist!!
i was wondering, do you have an estimate of all the time you spent on that project?! It would take me a million years to make something as awesome as this! great job!
I also support the idea of a banner! You have put a lot of love and care into that project! Great work!
Praise be to the recaps that I did not miss this one.
Great job, Gaetan! Also, the editing of the video was real smooth.
The props themselves are nice, but you did a fine job bringing it all together and that's really what counts. Congrats on a fine piece.
This is just mind-blowing. Would you consider uploading a screenshot of the entire material network in Unreal of something? Perhaps the roof, that's my personal favourite so far.
That would be awesome. Can't wait to see more from you.
Thanks a lot everyone.
As I said, I’m really glad this thread helped some of you.
@rorozilla : Thanks a lot !
I have no real idea of the time I spent on this. I’d say that just for the props (Hi/Low/bake/textures), I probably spent something like maximum 4 nights of work for the bigger ones (between some games of Heroes of Newerth ).
As for the lighting / camera animation / Video editing; I spent a lot of time because I was kind of new in these stuff (I still am, but it would take me wayyyy less time now ).
@mixeh : Sure thing!
Yeah I used ZBrush for this wall (nothing fancy here, just scratches and some concrete details); and the flats are here :
The jpeg is compressing the diffuse badly The RESP (Reflection/Emissive/Spec power) is really dark because (as you can imagine, this material is reflecting nearly nothing (because I wanted to), has no emissive and has a really low specular power value ).
@Panadol : Here is the master material I used for every single asset in this scene.
I should have used static switches but I discovered it recently
For the ones who are wondering why I’m multiplying the emissive by the diffuse, it’s just to have some color (that can be different) in the emissive without using a texture just for emissive.
Speaking as an individual who works with shaders, this is really nice, it's clean and simple.
I don't know your method for creating a specular texture, but if it isn't to specific, you might be able to use a few more instructions within the shader to generate one off the diffuse (saving a specular texture).
OR
If it is a must have one, you could combine your spec map into the blue of your normals. Using the blue channel for your specular, you can use a "Derive Z" node to generate the blue from the R and G of your normals.
I'm gunna go ahead and guess that the reflection is a sceneCaptureSphere? However, I have yet to mess around with DX11 reflections (seeing as I don't have a DX11 card, yet!), if that's what it is.
Hey man, came here to let you know that this scene is a big inspiration to me. The video especially.
You handle materials very, very well. The post processing and DOF transitions is what gets me the most!
Just, amazing fucking job with the scene because you NAILED it!!
Probably the best Hard-Surface work in a long time. And best presentation for sure. The camera work, the editing, the half-tone splitting made me drool
Reading the thread after seeing the Video - double bonus for seeing how optimized everything is, from lopo topology to shader network.
Hey man, came here to let you know that this scene is a big inspiration to me. The video especially.
You handle materials very, very well. The post processing and DOF transitions is what gets me the most!
Just, amazing fucking job with the scene because you NAILED it!!
This comment literally says everything about this thread, I'm quoting it because this comment is the best one on here and because I can't top it :P
Replies
Oh and I love that smoke along the lights!
Looks awesome
For the train, I won't make it, because I want to work on something else (probably a spaceship).
@MaVCArt : I'm glad you learned some stuff reading that thread
nothing else to add really
Lovely futuristic props there too!
Anyways, such an amazing work of precision!
i was wondering, do you have an estimate of all the time you spent on that project?! It would take me a million years to make something as awesome as this! great job!
I also support the idea of a banner! You have put a lot of love and care into that project! Great work!
Great job, Gaetan! Also, the editing of the video was real smooth.
The props themselves are nice, but you did a fine job bringing it all together and that's really what counts. Congrats on a fine piece.
mind if i ask how you approached this texture: http://gaetm.free.fr/3d/2011/Train_Station/Wall1.jpg
was that zbrushed? do you mind showing the flats?
keep up the amazing work!
Thanks a lot for taking the time explaining workflows and setups too, much much appreciated.
That would be awesome. Can't wait to see more from you.
As I said, I’m really glad this thread helped some of you.
@rorozilla : Thanks a lot !
I have no real idea of the time I spent on this. I’d say that just for the props (Hi/Low/bake/textures), I probably spent something like maximum 4 nights of work for the bigger ones (between some games of Heroes of Newerth ).
As for the lighting / camera animation / Video editing; I spent a lot of time because I was kind of new in these stuff (I still am, but it would take me wayyyy less time now ).
@mixeh : Sure thing!
Yeah I used ZBrush for this wall (nothing fancy here, just scratches and some concrete details); and the flats are here :
The jpeg is compressing the diffuse badly The RESP (Reflection/Emissive/Spec power) is really dark because (as you can imagine, this material is reflecting nearly nothing (because I wanted to), has no emissive and has a really low specular power value ).
@Panadol : Here is the master material I used for every single asset in this scene.
I should have used static switches but I discovered it recently
For the ones who are wondering why I’m multiplying the emissive by the diffuse, it’s just to have some color (that can be different) in the emissive without using a texture just for emissive.
Thanks again !
I don't know your method for creating a specular texture, but if it isn't to specific, you might be able to use a few more instructions within the shader to generate one off the diffuse (saving a specular texture).
OR
If it is a must have one, you could combine your spec map into the blue of your normals. Using the blue channel for your specular, you can use a "Derive Z" node to generate the blue from the R and G of your normals.
I'm gunna go ahead and guess that the reflection is a sceneCaptureSphere? However, I have yet to mess around with DX11 reflections (seeing as I don't have a DX11 card, yet!), if that's what it is.
You handle materials very, very well. The post processing and DOF transitions is what gets me the most!
Just, amazing fucking job with the scene because you NAILED it!!
Reading the thread after seeing the Video - double bonus for seeing how optimized everything is, from lopo topology to shader network.
Images saved = Check!
Very verrry inspirational.
Final pillar looks fantastic.
Did you retopologize it in max or another retopology focused program?
This comment literally says everything about this thread, I'm quoting it because this comment is the best one on here and because I can't top it :P