Hey guys,
just started sculpting a large chunk of terrain that I plan on eventually turning into a medieval path. Let me know what you think. I'm having a rough time putting any fine detail into it, cause it's so big that the polycount in mudbox is already 8 mill. If I subdivide it, then doing a brush stroke takes like 5 seconds. geh. Any ideas?
Here's the latest:
Replies
Looking Lovely so far. Bookmarked, for sure.
http://wiki.polycount.com/VertexNormal
Here's a a few shots of the wire frame / textures:
For the branches, I used this freeware program called vine editor or something (the trees were made awhile back) to create a base shape to create a flat normal map from, then generated an ao map from the high poly model , then overlayed a birch tree texture overtop. The leaves are just a picture off cg textures. As for that little bit of birch in the bottom right of the texture, that's actually a bunch of little alpha cards for the birch shavings on the trunk.
I like where your stuff is going as well! get a skydome on it so when you take pics it doesn't look as dull! keep it up!
started to use this photo for lighting ref:
http://www.jayweidner.com/images/NumenorStatues.jpg
Great work so far
The first one is simple, but works quite well, and I use it for most foliage that I want to animate.
The second one is a bit more advanced, but will produce real physical displacement in the world.
Although, it is to be noted that this displacement is somehow handled through the material, so while it will use the mesh wireframe to displace it, it still won't move the actual mesh. So, if you add this material to a terrain, it'll leave a black plane underneath it. And if you look in a wireframe view, you will see no movement. Though it should work properly for static meshes, and will as said produce actual displacement that can be seen from all angles.
By the way, if you wanted to increase the strength. you might have to multiply each channel of the vertex colour individually. So as to say, multiply the red channel with a 0 0 3 constant, and the same for green and blue. And then 'Add' those together, and multiply with the sine.
These are things I've been playing with myself. So I'm still not 100% sure about them. But it seems to work well really.
I'll write up more proper tutorials on this later. And how you can also use the vertex colour to sculpt in-game assets, while being able to blend materials through the vertex colours at the same time. Also have a nifty one about hue adjustment based on world position.
But that's for later! busy busy..
Cheers
Can wait to see some other elements added to the scene to help sell the sense of scale!
I finally feel like i'm at a decent enough point on my terrain to import it into udk, but the amazingness of it not working is driving me fucking nuts. There's a bunch of tutorials on the net for it, but it just doesn't deform the terrain at all once I import a height map. I've looked online and it says i need some specific format, g16 which you need this program to convert your exported height map files into. So I tried that, the terrain imported but looked like the biggest chunk of shit in udk. Any ideas? Does it sound like I'm doing something wrong?
Kidding! nice work man, some cutouts of mountains or lowpoly geo to help fill the horizon would be nice, as well as more clutter on the ground like small rocks and more variation in the grass size to be more organic. some type of flower scattered in etiher a bush or the cracks of rocks would probably look nice, like some white flowers, something subtle.
right now its kinda lacking context, some markers with flags/banners flapping in the wind could be cool, or some type of temple gate or something could be cool as a feature piece to tie it all together.
lighting is looking nice, some mist or water trickling down and across the path could be dope for some nice spec highlights. this would look awesome at night as well with some torches lighting the path and a wicked night skydome with stars.
cant wait to see this when i get back broski, remember.......only the repentant man shall pass...
As for the terrain issues that I'm having in udk.... I'm totally stumped. I've tried using .raw file format in landscape mode, of course it doesn't work... I've tried using that r16 (raw16) file format for the terrain editing mode, it actually uses my height map, but looks like a complete chunk of ugly shit (the layered look, like it's too low-res). I'm almost tempted to just say fuck this bs, i'd rather just export a 300 k mesh and import it as my terrain with a normal map on it.... Why isn't unreal capable of using either a 16 bit bmp or tiff file instead of some shitty r16 or raw data file? so stupid....
And it should automatically come up with the components and stuff.
Can't imagine why it wouldn't work for you. I just went through again to make sure I wasn't lying, and it worked. Maybe try just a 1024 map? The 2048 would be a pretty big landscape.
Can't wait to see what you've cooked up!
http://udn.epicgames.com/Three/LandscapeCreating.html
wierd numbers but ive tried 2017 and 1009 from world machine and they import fine. hope that helps, good luck!
A blurry piece of shit that couldn't be used to wipe my ass... am I doing something horribly wrong?
Ya, I just wanted to take a quick wip shot, composition wasn't my main priority for now.
Pixelmasher: Ya good call, i'll definitely try to add that moving clouds thing. A video would definitely show off alot more too eh. Thanks dude
[ame="http://www.youtube.com/watch?v=SiCgzXzEfDg"]Mountain Path - UDK - YouTube[/ame]