So just to be clear, this is all using one texture but multiple material instance constants to adjust the color etc. correct? That's how you get the yellow and orange?
Its an absolutely gorgeous environment, don't get me wrong, but I still find it funny that everyone is so blown away by the fact that its one texture. The major reason why this looks so damn sexy is all of the reflections and post effects. Without those, it would just be single colors with a bit of noise from your generic metal map. Its not quite as mind blowing as you might think, but its most definitely an awesome was to get a unique looking environment and some major mileage out of a single texture.
TorQue: Yes, you can download it and check it out. I think its more the fact that its one tiny texture, there is not much posteffects at all in this scene tbh, pretty minimal, most of the detail actually comes from the normalmap and efficient UVs, and that I squeezed the TVscreens, plants, and decals in the texture aswell. Visually its not very impressive but memorywise its quite efficient and more a demonstration/experiment in finding methods for saving memory in new ways : )
I've actually got this level saved on my portable hard drive. I love booting it up and looking at how things are made, it's great inspiration to just walk around in the editor. It's a fantastic looking level, and the use of textures is really, really awesome.
Nice job!!
The texture quality is clean but that would be impressive to see what you will come out with all these!!
Looking forward to see your final work!
To Snefer : I was wondering how you were able to extract the decals from the Blue channel or the Screens of the alpha to put over meshs in udk. Basically, how do you 'Crop' the texture to only get that decal onto your models, without setting the uvs directly to that location, since that wont work with the AO and the decals together.
Anyones help on the matter would be great! Thanks.
For me, the lighting is what really carries this scene. The patterns along the walls and windows are very reminiscent of Eld's work on 0x10c, but that lighting really makes a difference.
I'd hope that Mojang would use this as an example for what environment prospects they should pursue.
The player appears to be a bit taller in your level compared to objects of the same size in a different map? Just wondering how you managed to do that.
krabat: everything is static meshes, if you download it you can take a look, need to be static meshes to be able to use the UVs correctly : )
mats effect: I just hacked it by having the collision higher than the floorplane
DarthBotto: thanks alot! Yeah its generic scifi, but it was more a testbed for this method than a real artistic exploration.
saintsonic: download the map, and dissect how the meshes work, see if you can do another prop with the same shader, if you can do that, you pretty much got it ^^
i downloaded it and saw what you did, if you want i can send you pictures of the level i made trying to copy the same technique . the only thing that blows my mind is the holograms on the window wall. you uv mapped the hologram onto the window but the bottom of the wall is still grey how did you put two textures on a static mesh. i love your work man its really awesome being inside your level, you can really see you really put your heart into this piece.
I'm joking of course. That was very cool. Excellent work, sir. The planning must have taken quite a bit of time. It may have already been mentioned but I don't have the energy to get through all 14 pages right now.
quick question for tor or anybody else reading this.
I downloaded the rar. and extracted everything but i'm not sure what folder to put them in?
when I tried maps it crashed...
when I tried content it crashed...
any help?
Yeaaa, just a really crappy commpressed video of me running around the enviro a bit. HORRIBLE compression, but atleast gives a bit of sense of the traffic, the animated windows etc :]
I still find this thread mindblowing. It is a method of texturing I like very much, just needs a lot of planning.
Is there any name for this kind of texturing method? I'd like to find more information about the technique and games where it was used. There are some hints in the thread, but nobody spells anything out - except Deus Ex.
As everyone has said, this thread is massive amounts of awe-inspiring and I would LOVE to get some better workflow techniques for planning this sort of texture reuse as well as tools and/or techniques to assist in UV layout. I wish Unity or CryEngine had tools like the UDK material editor to do stuff like this.
I don't know if it was mentioned, but in left4dead by Valve they have used the same technique for their zombies. As a result, they have used single texture for great variety of zombies.
There is online paper somewhere that explains this process.
Replies
May we see the designs of this scene? Or did you just wing it all the way.
Hehe, tends to be the way I've been doing things recently!
You been working on anything new?
I'm trying to do something similar but I'm not sure how to add the different images to the channels! Is this done in Photoshop?
Nevermind, I did it
Its an absolutely gorgeous environment, don't get me wrong, but I still find it funny that everyone is so blown away by the fact that its one texture. The major reason why this looks so damn sexy is all of the reflections and post effects. Without those, it would just be single colors with a bit of noise from your generic metal map. Its not quite as mind blowing as you might think, but its most definitely an awesome was to get a unique looking environment and some major mileage out of a single texture.
The texture quality is clean but that would be impressive to see what you will come out with all these!!
Looking forward to see your final work!
Anyones help on the matter would be great! Thanks.
Squals
I'd hope that Mojang would use this as an example for what environment prospects they should pursue.
Thanks.
mats effect: I just hacked it by having the collision higher than the floorplane
DarthBotto: thanks alot! Yeah its generic scifi, but it was more a testbed for this method than a real artistic exploration.
saintsonic: download the map, and dissect how the meshes work, see if you can do another prop with the same shader, if you can do that, you pretty much got it ^^
I'm joking of course. That was very cool. Excellent work, sir. The planning must have taken quite a bit of time. It may have already been mentioned but I don't have the energy to get through all 14 pages right now.
I downloaded the rar. and extracted everything but i'm not sure what folder to put them in?
when I tried maps it crashed...
when I tried content it crashed...
any help?
I really want to see how this is put together.
Is there any name for this kind of texturing method? I'd like to find more information about the technique and games where it was used. There are some hints in the thread, but nobody spells anything out - except Deus Ex.
There is online paper somewhere that explains this process.
http://www.valvesoftware.com/publications/2010/GDC10_ShaderTechniquesL4D2.pdf
If you got something to show you can post it in the Pimping and Reviews section of polycount. http://www.polycount.com/forum/forumdisplay.php?f=42
Wish I could get my stuff looking like that.
Well, practice makes perfect!