How many unique mesh's are there? Also how many texture sheets?
He used only one 256x512 texture, that was the whole thing about this project i think. And also looks really nice dude, love the light rays coming throut the window, truly inspiring. Good work!!
As hard as I try to wrap my head around it, I don't realy get how this could be done, I kind of understand it but it's just put together so tightly... wow just wow, realy impressive!
Amazing job man, I don't completely understand the full aspects of what happened here but its impressive. Is there any way you could release a little tutorial explaining the process and how it would be applied to a single mesh maybe?
Basically, you pump up the contrast enormously until there are (almost) only black and white pixels. Then 'clamp' it so you don't have values lower than 0 (which will subtract when rendering the scene) or higher than 1 (which will cause bloom).
You'll probably have to fiddle a bit with values and maybe your texture channel to get it to work nicely, but it could save you an entire channel, which in this case means an interesting enough 20% savings.
Also, could you give a short description of what all 5 channels do, precisely?
Man I love those videos dude, I can't get over the reflections you got and that hard plastic look you achieved...I'd love to know what the shader looks like to get that look but I can wait till you release the pack!!! :):)
Snader: yes, that is how i got rid of having an alpha-channel for the decals. It wouldnt work for the AO though, since not everything that have AO is supposed to be the other material : ) (and a value over 1 doesnt cause bloom, you set that independently in the postprocessing of the scene) also, I am using that channel as a alfa for a lerp, so thats the reason why it needs to be between the 0-1 range, otherwise you will get fiddly results.
The red channel is a tiling metal that I use to get some surface detail, the green channel is an AO overlay, the blue channel is the decals, the alpha is the texture for the screens, and the bluechannel of the normalmap is a mask I use to separate the metal from the painted surfaces, so I can set independent values for the specular, reflective values, etc. : )
Well, there is a workaround for that, I could combine the mask and the AO if I wanted to. Basically have the AO at 50% over the mask, and then clamp the channel at 50% instead, so the top 50%*2 would be the AO and the bottom 50%*2 would be the mask : ) so thats an easy optimisation on the textureside, even though it would add another bunch of instructions in the shader, but the theory is sound. Also when using heavier compression you tend to get alot more artefacts when dividing up your channels like that.
I have done that with mixed results on assets before. When used as a mask it can be quite effective, since then the artifacts are not as easy to spot.
sorry to bother you, I cant see your amazing video you uploaded on Vimeo..it comes out white no matter how many times I refresh it, it could be the school computers.
On the other hand, I love you...r work.
I could combine the mask and the AO if I wanted to. Basically have the AO at 50% over the mask, and then clamp the channel at 50% instead, so the top 50%*2 would be the AO and the bottom 50%*2 would be the mask
Hadn't even thought of that, yeah. I'd go for a different distribution, though. 12.5% (I reckon 1/8th is faster to calculate than 10% because it's a power of 2) for the mask, since that is high contrast and doesn't need smooth gradients, and spend the other 87.5% on the AO to keep it as smooth as possible.
Heh, technically you might even be able to squeeze more layers together this way. Maybe even all in a single RGB texture Let's not do that right now, though.
that is so amazing, i never though you actually find out how to deal with this ! i'm now wondering if you plan to make a full step by step for 3dcreative or as free tutorial at 3dtotal ? that would be so interesting to read with !
Thanks for all the comments! See if I can answer some of the questions. :]
dpaynter26: Yup, Disting got it right, I dont have a baked normalmap. I map the UVs after the existing texture :] It doesnt matter how the UVmap looks aslong as the model looks good. I use the lightmap UVs for a tiling metal texture, and for the lightmaps. Thats more or less how i do it. I have changed the shader a bit since, so I will post an updated version aswell later, right now i have some annoying bugs and crashes when baking lights, no clue as to why.
I am completely lost as to what you just said. Where the hell do you learn these techniques cuz the school I went to definitely do not teach these techniques at all.....can you direct us noobs to the source of you training or is it picked up working in a studio.
I am completely lost as to what you just said. Where the hell do you learn these techniques cuz the school I went to definitely do not teach these techniques at all.....can you direct us noobs to the source of you training or is it picked up working in a studio.
Great work mate....very inspirational.
My personal guess would be it's just a matter of knowing what stuff does by using it here and there and then one night you lie awake and wonder: "What would happen if I do 'this' and 'this'?" and you jump up onto your computer and throw stuff together. And sometimes you get some realy crazy stuff that inspires you to do more and as it seems some people invent some reaaaaly wicket stuff, as seen here.
Correct me if I'm majorly wrong here, but as I said I could imagine it pretty much like that. Atleast I have some smaller versions of these moments.
If it's something else, I'd be interested to hear it too!
Sunavabitch! Tor, this is so flipping dope, I'm lost for words.
It even got a little Bladerunner vibe!
I also learned a thing or two.
Thank you very much, man.
Heh, technically you might even be able to squeeze more layers together this way. Maybe even all in a single RGB texture Let's not do that right now, though.
Yup, if you were able to spare the precision (or you want to get really silly), you could cram like 8 grayscale textures into 1 channel. You'd definitely have to pay attention to the compression artifacts between value ranges, though, as you've already pointed out.
Yup, if you were able to spare the precision (or you want to get really silly), you could cram like 8 grayscale textures into 1 channel. You'd definitely have to pay attention to the compression artifacts between value ranges, though, as you've already pointed out.
Yupp, its all just data in the end ^^ But for masks etc its is an elegant solution, dont know how to do this in an efficient enough way in UDK though.
allaze-eroler: there will be some kind of complete breakdown/explanation, dont worry : ))
tekmatic: you pick things up over the years, you ponder things, then you try it Its things i picked up at a couple of studios, aswell as thing i came up with myself and things you see here and there that gives you ideas.
this is very cool, whats it like in terms of draw calls? is it more efficient to make games with more textures and less shaders or less textures and more shaders? I cant even use shaders most of the time when making ios games
Ged: The entire scene is 871 objects, 1084 drawcalls, but that could easily be reduced by a few hundred by just combining things together.
I'd say a mixture of both ^^ The shader is quite expensive, depending on what features you turn on, but i didnt really try to optimise the shader that much. For just the core features, the tiling of materials and specularity etc etc, is 89 instructions, but with fresnel, reflections, etc its 130 instructions or so. For iOs games this would be pretty good I think, since most of the stuff is not expensive, just need pretty cheap shader and some thinking beforehand. I see this mainly as a way to save texturememory so it can be used somewhere else, or just boost the resolution up a few notches, for example, had I used a 1k*2k texture instead this would have been really highrez but still pretty cheap : ]
Snefer this is a beautiful scene. I am amazed that you could get so much with such a small texture size. It honestly looks how I think Mass Effect should look. You're a beast to get this done all so quickly.
VERY clever. I'm impressed. Using the rgba channels to utilize essentially 4 texture sets with one cost is cool. I think the only crits i have is with your geo. Abit unimaginative. The shapes are basic and the composition is bland. With the current texture set, you could push the complexity of the scene much further.
haha, cheers, glad to hear I can make peoples eyes bleed! I think...
Crazyeyes: yeah, scene as a whole is not that amazing, I agree, I did not plan ahead enough on this one, and kind of got stuck in the shapes I had. Tried to salvage that towards the end but its the basic shapes that are boring unfortunately. Problem was that I was sticking to pretty realistic shapes for the walls etc, so any fancy shapes for them should have been designed into the architecture and building as a whole, but I kind of missed that opportunity and once it was down to the props I just tried to hide the squareness, and fix the things I could bother with, heh. Lesson learned
Congrats on finishing this ... I want to keep it professional so cant curse you really for what u have done. Neways since im begining making my own set, I notice that when u scale ur UV set on small texture or large texture you get strectching, especially on areas that use patterns (honecomb). It will look odd haveing just 2 honeycomb pattern on a huge floor piece cause you shrink your UVs to fit on such a small texture. I dont know if you have though about it though .
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He used only one 256x512 texture, that was the whole thing about this project i think. And also looks really nice dude, love the light rays coming throut the window, truly inspiring. Good work!!
Here is what the texture looks like:
Inspiring work!
The video looks pretty amazing...
I need to try out that normal map trick to fully understand how you're generating it. Seems really useful
The video really sells it.
Snader: not quite sure what you mean?
Ron.S: yup, more breakdowns/explanations will be posted, explaining the entire workflow/thoughtprocess in detail.
Computron: Nope, its dx9, scencapture-actor for floors, prerendered cubemap for the rest : )
You'll probably have to fiddle a bit with values and maybe your texture channel to get it to work nicely, but it could save you an entire channel, which in this case means an interesting enough 20% savings.
Also, could you give a short description of what all 5 channels do, precisely?
The red channel is a tiling metal that I use to get some surface detail, the green channel is an AO overlay, the blue channel is the decals, the alpha is the texture for the screens, and the bluechannel of the normalmap is a mask I use to separate the metal from the painted surfaces, so I can set independent values for the specular, reflective values, etc. : )
I have done that with mixed results on assets before. When used as a mask it can be quite effective, since then the artifacts are not as easy to spot.
On the other hand, I love you...r work.
Hadn't even thought of that, yeah. I'd go for a different distribution, though. 12.5% (I reckon 1/8th is faster to calculate than 10% because it's a power of 2) for the mask, since that is high contrast and doesn't need smooth gradients, and spend the other 87.5% on the AO to keep it as smooth as possible.
Heh, technically you might even be able to squeeze more layers together this way. Maybe even all in a single RGB texture Let's not do that right now, though.
I am completely lost as to what you just said. Where the hell do you learn these techniques cuz the school I went to definitely do not teach these techniques at all.....can you direct us noobs to the source of you training or is it picked up working in a studio.
Great work mate....very inspirational.
My personal guess would be it's just a matter of knowing what stuff does by using it here and there and then one night you lie awake and wonder: "What would happen if I do 'this' and 'this'?" and you jump up onto your computer and throw stuff together. And sometimes you get some realy crazy stuff that inspires you to do more and as it seems some people invent some reaaaaly wicket stuff, as seen here.
Correct me if I'm majorly wrong here, but as I said I could imagine it pretty much like that. Atleast I have some smaller versions of these moments.
If it's something else, I'd be interested to hear it too!
It even got a little Bladerunner vibe!
I also learned a thing or two.
Thank you very much, man.
Yup, if you were able to spare the precision (or you want to get really silly), you could cram like 8 grayscale textures into 1 channel. You'd definitely have to pay attention to the compression artifacts between value ranges, though, as you've already pointed out.
Shader Fun: Trading Accuracy for Variety
Yupp, its all just data in the end ^^ But for masks etc its is an elegant solution, dont know how to do this in an efficient enough way in UDK though.
allaze-eroler: there will be some kind of complete breakdown/explanation, dont worry : ))
tekmatic: you pick things up over the years, you ponder things, then you try it Its things i picked up at a couple of studios, aswell as thing i came up with myself and things you see here and there that gives you ideas.
Seireri: thats more or like it. ^^
I'd say a mixture of both ^^ The shader is quite expensive, depending on what features you turn on, but i didnt really try to optimise the shader that much. For just the core features, the tiling of materials and specularity etc etc, is 89 instructions, but with fresnel, reflections, etc its 130 instructions or so. For iOs games this would be pretty good I think, since most of the stuff is not expensive, just need pretty cheap shader and some thinking beforehand. I see this mainly as a way to save texturememory so it can be used somewhere else, or just boost the resolution up a few notches, for example, had I used a 1k*2k texture instead this would have been really highrez but still pretty cheap : ]
Crazyeyes: yeah, scene as a whole is not that amazing, I agree, I did not plan ahead enough on this one, and kind of got stuck in the shapes I had. Tried to salvage that towards the end but its the basic shapes that are boring unfortunately. Problem was that I was sticking to pretty realistic shapes for the walls etc, so any fancy shapes for them should have been designed into the architecture and building as a whole, but I kind of missed that opportunity and once it was down to the props I just tried to hide the squareness, and fix the things I could bother with, heh. Lesson learned
Wow.