that's some pretty high quality stuff... it feels a little busy, but it's very nice... The concept has better proportions IMO like the pipes could stand to be larger, and the metal vents as well... think you'll want more larger solid shapes in the background (walls) so that when you put the other elements in (pipes and shit) you'll have something that the pipes can silhouette against.
This is looking awesome! Is it completely high poly so far? Have plans of putting it in an engine?
This is completely high poly at the moment, it's currently inside of 3D Studio Max. Most of the images are screen shots using the 'realistic' view mode. The next step is to bake the modular pieces down, then start working with UDK / Photoshop.
wow this looks awesome. i would love to see this in engine!!!
Thanks! I'll get it in UDK as soon as I can, so far I've been making these images to test out the modularity of the assets, and see how they harmonize with each other. The 3D max scene is VERY SLOW! So working with UDK will surely increase productivity.
Thanks all for the Input. Happy 4th of July to those who celebrate it!
this is looking awesome dude my only crit is and i could be wrong about this is the glacier type things seem quite strange coming in from the side like that what with gravity and all
this is looking awesome dude my only crit is and i could be wrong about this is the glacier type things seem quite strange coming in from the side like that what with gravity and all
You have a good point, it wouldn't have formed that way naturally; I did it to match the concept but I'll make an exception.
Really nice modelling. I like all the detail you have been adding everywhere. Can't wait to see what you do with the textures.
The ice was made using displacement maps in 3d studio max.
This is an example: Displacement Map
I didn't make this myself, I found it on Google images.
Basically I made a map similar to the map above but not as broad, I just wanted to do two icicles. Within 3D max I played around with the displacement strength, decay and other settings in the displace modifier. The snow is done the same way but with a blurry displacement map and less triangles.
Looks like you got some wavy lines on some of you're straight edges on the normal map. Easy way to fix those is to run the smudge tool over them in photoshop. Just hold down shift and rub the smudge tool over the wavy line a few times and it will straighten back up.
This is looking really good. Love the high poly stuff. The one big thing I notice is that the coiled tubes on the low poly in that close up shot are looking really weird and stretched right now.
Could you explain how you added contrast to your map? I've never had much luck editing my normal maps so anything you can show us would be cool.
Everything looks great, nice bake, detailed to high heavens! There's a bit of stretching it looks like, but it's pretty minimal. Can't wait to see your next bakes!
Could you explain how you added contrast to your map? I've never had much luck editing my normal maps so anything you can show us would be cool.
Everything looks great, nice bake, detailed to high heavens! There's a bit of stretching it looks like, but it's pretty minimal. Can't wait to see your next bakes!
~Jon
In the normal you can go to the green and red channel to sharpen and adjust the levels on them, thus giving the appearance of high definition details. Be careful of not doing it to much because they can start behaving weird with the lighting. I also copy pasting some details, such as bolts and screws.
Looks like you got some wavy lines on some of you're straight edges on the normal map. Easy way to fix those is to run the smudge tool over them in photoshop. Just hold down shift and rub the smudge tool over the wavy line a few times and it will straighten back up.
Thanks for painting that out, I'll double check that, it could also be that a section of the uv's shifted a bit..
Great stuff!! Maybe a little bit too much detail? Feels a lil noisy at the bottom of that generator with all the small details.
Keep it goin!
Thanks, I'll make sure the texture tones down some of the detail.. so by adding less contrast on already detailed areas it might be easier on the eye..
This is looking really good. Love the high poly stuff. The one big thing I notice is that the coiled tubes on the low poly in that close up shot are looking really weird and stretched right now.
Can't wait to see the rest!
Thanks for the compliments. The problem with those tubes is partially because their five sided polygons and are very thick. I could reduce tries in some other areas to add another loop to them, making them thinner could also help! Thanks for pointing that out.
Replies
*Removed
But again, I dig what you have... cheers
Thank you! I try to put my work in several places, gotten good feedback from Facebook community as well. Meet good friends also
This is completely high poly at the moment, it's currently inside of 3D Studio Max. Most of the images are screen shots using the 'realistic' view mode. The next step is to bake the modular pieces down, then start working with UDK / Photoshop.
Thanks! I'll get it in UDK as soon as I can, so far I've been making these images to test out the modularity of the assets, and see how they harmonize with each other. The 3D max scene is VERY SLOW! So working with UDK will surely increase productivity.
Thanks all for the Input. Happy 4th of July to those who celebrate it!
You have a good point, it wouldn't have formed that way naturally; I did it to match the concept but I'll make an exception.
Thanks, I still plan to make more improvements on all the shaders in unreal. These are temporary for presentation .
Thanks, I'm currently working on the diffuse for the generator, I'll post it very soon for critique.
The ice was made using displacement maps in 3d studio max.
This is an example:
Displacement Map
I didn't make this myself, I found it on Google images.
Basically I made a map similar to the map above but not as broad, I just wanted to do two icicles. Within 3D max I played around with the displacement strength, decay and other settings in the displace modifier. The snow is done the same way but with a blurry displacement map and less triangles.
Hope this helps!
Can't wait to see the rest!
Could you explain how you added contrast to your map? I've never had much luck editing my normal maps so anything you can show us would be cool.
Everything looks great, nice bake, detailed to high heavens! There's a bit of stretching it looks like, but it's pretty minimal. Can't wait to see your next bakes!
~Jon
Keep it goin!
In the normal you can go to the green and red channel to sharpen and adjust the levels on them, thus giving the appearance of high definition details. Be careful of not doing it to much because they can start behaving weird with the lighting. I also copy pasting some details, such as bolts and screws.
Thanks for painting that out, I'll double check that, it could also be that a section of the uv's shifted a bit..
Thanks, I'll make sure the texture tones down some of the detail.. so by adding less contrast on already detailed areas it might be easier on the eye..
Thanks for the compliments. The problem with those tubes is partially because their five sided polygons and are very thick. I could reduce tries in some other areas to add another loop to them, making them thinner could also help! Thanks for pointing that out.
lol, you're right. I'll update the link in a sec..
EDIT: Just Updated Video Link Above
BTW, I was checking around on Youtube randomly, and all of a sudden found this:
[ame]http://www.youtube.com/watch?v=wtrMqfJQ0pw&NR=1[/ame]
if you wait until around the second 35, you will see someone tried to do the same thing you're working on :P