Oniram: yes, exactly Or you can use the DerivenormalZ aswell, but that costs a few more instructions, for mudular things like this, where it doesnt have to crrect for any smoothing appending a value of 1 works fine :] I am adding colors through some multiplies etc in the shader, right now its pretty simple, one color for the bare metal, one color for the shinier metal, and one color for the midrange of the decals :] That part of the shader is still in progress though, but I will post breakdowns of that aswell as its cleaned up and finalised :]
I wondered how you were getting such large areas like on the floor panels out of this texture, and then saw the uvs for some of the pieces, but then wondered why there was no butterflying with the diffuse texture, but this is really cool separating these elements.
Oniram: yes, exactly Or you can use the DerivenormalZ aswell, but that costs a few more instructions, for mudular things like this, where it doesnt have to crrect for any smoothing appending a value of 1 works fine :] I am adding colors through some multiplies etc in the shader, right now its pretty simple, one color for the bare metal, one color for the shinier metal, and one color for the midrange of the decals :] That part of the shader is still in progress though, but I will post breakdowns of that aswell as its cleaned up and finalised :]
ok cool. ive got more questions for you. sorry lol but this is just such an interesting method. as for the generic metal on the lightmap UVs, does that just get multiplied by your AO for each object? and for the decals. are those rendered on planes that are ontop of the meshes? or are they using a different UV set for the meshes themselves?
Ridiculously inspiring.
Are you just modeling to the uvs? Would interesting to see a break down of your process for that if you have time. Or just some of the wires from the statics.
man you're just so much awesomeness put togheter *__*
that's so optimized it could run on a nokia 3310 and it looks cool too! when i frist saw this i thought "as good as he is this can't really be happening" but...
guess an other thread to end up in the inspiration folder!
yea youre a fookin twat! really nice scene, even if it wasnt optimised so much! really great great job buddy! and i am going to echo waht i said earlier!
OFFICIAL POLYCOUNT COMPETITION with specs like this scene!
Thanks for the comments :] Not quite sure where to go with this scene now. Some lab-equipment and stuff I guess, aswell as a proper backdrop area. Hmm, any suggestions?
since it's a research facility you could maybe put a gurney or two in the hallways, or just some tray tables for test tubes and whatnot , something to just kinda fill it in but still sticking to the shiny pretty metal look, this environment is top notch man congrats
I usually lurk about (I really want to change that) but I had to sign in to say this is outstanding. I've been trying to better understand utilizing UVs with a tiling texture beyond the basics, and I think this thread will provide just that. Snefer, your work speaks volumes to your skills. I feel that merely following your progression in this thread could do wonders for anyone like myself to gain a solid hold on the technique. Thank you, and I look forward to seeing more!
How do you plan out what to model for the base texture so you can utilize it in this varied fashion? It all looks like it has unique texturing! How do you get it to shade so smoothly and seamlessly when your normals aren't high poly sourced?
If you want it to look more unique and varied, I would maybe look into using some more expensive blend shaders with mesh paint and just go to town with grunging it up. 3D Motive's Advanced Mesh Paint course will bring you up to speed in case you don't know what I mean. Your already halfway there with your multiple uv sets, why not put those verts to work with vertex color? You could eliminate pretty much all the seams with this method as well as any apparent tiling.
I am probably gonna add some wierd casket/gurney-thingys in the room, and some random medical junk, I suppose :]
Computron: I dont really plan out actually, I build what I want to build in terms of shapes, then i force myself to UVmap it until it looks good ^^ And the smoothing is pretty easy, just bevel the edges for the round things, nothing more to it than that :] And i dont really want to grunge it up actually, even though Im up to speed when it comes to vertex painting :] But I have planned to try some other things with the vertex painting though :]
Very nice. Good to see it's like how I'm doing mine atm.. phew!
Snefer if you haven't already, this is something i'm planning for mine... is to make the grunge a tiling texture, and all the objects using it, it's just based off world position for verts as the texture coordinates. This allows for things to look more different and if the diffuse itself is kept fairly simple so the texture can be used in lots of different ways, while still having details.
Obviously vertex colours can be used too to create variation of tones and even colours like the feature walls etc.
That would have worked if the texture was bigger, but now I have to have it tiling ALOT to get a proper texel density, and so i cant really use it that way :] Would have worked with a larger texture though :] Yeah, i get colors from the shader instead, but there are a few tricks that Im going to try with the vertex painting. Need to get a better grip of what im doing with the scene first though
Awesome work like always! Really good job. The reflections play a big role in the scene im liking the setup and love how the light enters the room. I have a question though, how did you setup your shader for the glass material. It looks clean and solid!
If you can give an example of how to go about glass materials in general would be real helpful. Thanks! and continue working hard.
As far as the models, in order to get these UVs to lay out properly, I assume that you add more subdivisions to the models that you made? In essence adding more loops than you need, but creating more faces which makes it easier to UV and layout.... is this a correct assumption?
TLDR: it would be cool to see the wires on some of these models.
That lighting is fucking sick! Thanks for posting up your workflow. That's a great idea to use the blue channel for a mask and just reset the value to one in the shader.
AyalaN3D: Just a green color with a cubemap on it, nothing more :] Very very basic.
Limewax: yes, essentially. But its not really more loops than I need, I add very few extra polygons, most of the props are at a few hundred tris. Ill post some wireframes and show how I unwrap soon, just gotta get the time for it :]
Added some funnylooking lamps, eh, the emissive is to weak on them right now, will have to crank that up a bit :] Also started working on the caskets/medical bed whatever scifi-thingys for the room
Very interesting exercice and really nice execution.
As you said you should have used a bigger texture, but even with this small one, the result is damn good!
I dont know if the new "lamp" things you added are immediately reading as lamps. I know you're brainstorming what kind of stuff you can add to the scene to make it more believable, but right now I feel like those lamps are working against you. This is mainly because it would be redundant to have that many light sources in an area, but overall their design isnt as strong as all of the other objects.
I must say though... I am digging the accent color wall. Brilliant idea there.
Cool, nice to see you do something nice and clean Love the hyper-minimal texture usage, a little goes a long way. A positive side-effect of lazyness too I suppose Go slemhosta!
this is really awesome work you got there! As I am new to this whole modular thing (actually never did a modular environment myself) could you show me, hrrm show us, your texture sheet and some examples how you mapped the models on it? And maybe also some model wires?
Great stuff, keep rocking!
*subscribed*
this is really awesome work you got there! As I am new to this whole modular thing (actually never did a modular environment myself) could you show me, hrrm show us, your texture sheet and some examples how you mapped the models on it? And maybe also some model wires?
Great stuff, keep rocking!
*subscribed*
check out page 2 he explains a lot there and give a little breakdown on the texture usage.
yes, yes I read all the pages. But I would be interested in the stated above more in debth. ^^
would be cool if he could show his texturesheet with overlayed UVs of several models to see how he actually UVed them to it.
i have a question. Whats the texture density look like for this scene? Do you try to make it fairly equal? Cause you said you just move UVs around until it looks good so i'm curious if that means higher or lower texture density and also are you using controlled UV stretching?
hamzaa: showing an overlay would make NO sense unfortunately, since it just looks like a mess ^^ an explanation of the workflow is probably much better :]
Coots: nope there is INSANE amount of stretching, which is one of the ways this works. Im a bit too tired to post how I do it right now, but ill post an more indepth explanation of the process tomorrow :]
Rick_D: will post some wireframes along with the breakdown, even though they are pretty boring ^^
Have done a bunch of new props, but UDK crashed and im too lazy to rebuild lights, so here is another prop. Still the same texture, etc. Will post a breakdown tomorrow ^^
I am quite curious as how to layout the UVs with regards to the UV channel editor smooshing things down to fit within the +1/+1 grid. I am attempting this style at the moment, and using a 1024x512 texture, its smooshing down to 512x512 automatically....
I am using Maya 2012, thoughts? I am digging through options right now
EDIT:
I think I figured it out.... inside "image" on the UV texture editor, I checked the box "use image ratio" then build on the 1k x 512 by that. When I imported to UDK and tested it out, worked like a charm Wondering if this is the right method
Replies
btw
i really love your drone, i search for a thread of it but didnt find, is there one somewhere? who made the concept?
http://www.polycount.com/forum/showthread.php?t=84867&page=9
ok cool. ive got more questions for you. sorry lol but this is just such an interesting method. as for the generic metal on the lightmap UVs, does that just get multiplied by your AO for each object? and for the decals. are those rendered on planes that are ontop of the meshes? or are they using a different UV set for the meshes themselves?
Are you just modeling to the uvs? Would interesting to see a break down of your process for that if you have time. Or just some of the wires from the statics.
So cool.
u should have lunchbreaks in the mornings and nights too
O_O
Some views of the enviro right now, added some lamps, some signs,cotrolpanels for the doors, etc. Crappy light rebake, so some artefacts :]
that's so optimized it could run on a nokia 3310 and it looks cool too! when i frist saw this i thought "as good as he is this can't really be happening" but...
guess an other thread to end up in the inspiration folder!
OFFICIAL POLYCOUNT COMPETITION with specs like this scene!
How do you plan out what to model for the base texture so you can utilize it in this varied fashion? It all looks like it has unique texturing! How do you get it to shade so smoothly and seamlessly when your normals aren't high poly sourced?
If you want it to look more unique and varied, I would maybe look into using some more expensive blend shaders with mesh paint and just go to town with grunging it up. 3D Motive's Advanced Mesh Paint course will bring you up to speed in case you don't know what I mean. Your already halfway there with your multiple uv sets, why not put those verts to work with vertex color? You could eliminate pretty much all the seams with this method as well as any apparent tiling.
Computron: I dont really plan out actually, I build what I want to build in terms of shapes, then i force myself to UVmap it until it looks good ^^ And the smoothing is pretty easy, just bevel the edges for the round things, nothing more to it than that :] And i dont really want to grunge it up actually, even though Im up to speed when it comes to vertex painting :] But I have planned to try some other things with the vertex painting though :]
Snefer if you haven't already, this is something i'm planning for mine... is to make the grunge a tiling texture, and all the objects using it, it's just based off world position for verts as the texture coordinates. This allows for things to look more different and if the diffuse itself is kept fairly simple so the texture can be used in lots of different ways, while still having details.
Obviously vertex colours can be used too to create variation of tones and even colours like the feature walls etc.
Really liking it, keep going mooooar!
If you can give an example of how to go about glass materials in general would be real helpful. Thanks! and continue working hard.
TLDR: it would be cool to see the wires on some of these models.
Thank you
Limewax: yes, essentially. But its not really more loops than I need, I add very few extra polygons, most of the props are at a few hundred tris. Ill post some wireframes and show how I unwrap soon, just gotta get the time for it :]
Added some funnylooking lamps, eh, the emissive is to weak on them right now, will have to crank that up a bit :] Also started working on the caskets/medical bed whatever scifi-thingys for the room
As you said you should have used a bigger texture, but even with this small one, the result is damn good!
I must say though... I am digging the accent color wall. Brilliant idea there.
Just some constructive criticism
Great! Excited to see, your work is always such good inspiration
this is really awesome work you got there! As I am new to this whole modular thing (actually never did a modular environment myself) could you show me, hrrm show us, your texture sheet and some examples how you mapped the models on it? And maybe also some model wires?
Great stuff, keep rocking!
*subscribed*
check out page 2 he explains a lot there and give a little breakdown on the texture usage.
would be cool if he could show his texturesheet with overlayed UVs of several models to see how he actually UVed them to it.
Coots: nope there is INSANE amount of stretching, which is one of the ways this works. Im a bit too tired to post how I do it right now, but ill post an more indepth explanation of the process tomorrow :]
Rick_D: will post some wireframes along with the breakdown, even though they are pretty boring ^^
Have done a bunch of new props, but UDK crashed and im too lazy to rebuild lights, so here is another prop. Still the same texture, etc. Will post a breakdown tomorrow ^^
I am using Maya 2012, thoughts? I am digging through options right now
EDIT:
I think I figured it out.... inside "image" on the UV texture editor, I checked the box "use image ratio" then build on the 1k x 512 by that. When I imported to UDK and tested it out, worked like a charm Wondering if this is the right method
and oh yeah, still the same 256*512 texture for everything. (except the sky, boooooh!)