Ionic column, you mean! It certainly is beautiful! Helpful, too. I always look at intricate models like that in bafflement. But seeing how you did it shed a whole lot of light onto the process for me. Thanks!
Anyway, here is a skull prop I made for a Tim-Burton style game project I'm working on right now at school called "Grim Fate".
May I ask how you went about it?
I'm guessing that at it's heart is a Fresnel-based LERP and some information from the Light Vector to make the grass look translucent at the very brow of a hill?
Have you thought about using the WindSpeedAndDirection node to have the material appear as though the grass ripples in the direction of the wind?
I made a material based on this a month or two ago and meant to post it on here. It basically blends between a "straight up" and a "lying flat" grass texture, both of which are orientated in the direction of the wind actor's vector information. I also utilised the WindSpeed node to control the speed of the wave/blend effect.
Swizzle - Really awesome character! Might be just me but maybe the SSS color in Marmoset could be shifted to more of a orangy-pink. It feels really red to me. And I second the bird splat on the helmet being awesome!
Seven - F yeah! I hope you are taking that to low and textures. Looks sick!
WOW... that backpack really got a lot more attention than I had anticipated. Kustodiev - It was all modeled in Max (probably not going to do that again...). It was kind of a challenge to see if I could do it. And to be honest I am not super comfortable sculpting cloth.
This one is more or less done. Not too proud of the textures... for some reason I had a lot of trouble getting the leather to look even somewhat okay.
Let me know if I need to go back to the dark gray backgound... Just feeling out the white...
Swizzle - Really awesome character! Might be just me but maybe the SSS color in Marmoset could be shifted to more of a orangy-pink. It feels really red to me. And I second the bird splat on the helmet being awesome!
Seven - F yeah! I hope you are taking that to low and textures. Looks sick!
WOW... that backpack really got a lot more attention than I had anticipated. Kustodiev - It was all modeled in Max (probably not going to do that again...). It was kind of a challenge to see if I could do it. And to be honest I am not super comfortable sculpting cloth.
This one is more or less done. Not too proud of the textures... for some reason I had a lot of trouble getting the leather to look even somewhat okay.
Let me know if I need to go back to the dark gray backgound... Just feeling out the white...
May I ask how you went about it?
I'm guessing that at it's heart is a Fresnel-based LERP and some information from the Light Vector to make the grass look translucent at the very brow of a hill?
Have you thought about using the WindSpeedAndDirection node to have the material appear as though the grass ripples in the direction of the wind?
I made a material based on this a month or two ago and meant to post it on here. It basically blends between a "straight up" and a "lying flat" grass texture, both of which are orientated in the direction of the wind actor's vector information. I also utilised the WindSpeed node to control the speed of the wave/blend effect.
Thanks, and yes, the grass shader is built around fresnel and light vector, and I'm using a colour map overlayed on top of it to get some extra colour variations.
Regarding your shader...great idea ! I'd love to see it !
Swizzle - Really awesome character! Might be just me but maybe the SSS color in Marmoset could be shifted to more of a orangy-pink. It feels really red to me. And I second the bird splat on the helmet being awesome!
Seven - F yeah! I hope you are taking that to low and textures. Looks sick!
WOW... that backpack really got a lot more attention than I had anticipated. Kustodiev - It was all modeled in Max (probably not going to do that again...). It was kind of a challenge to see if I could do it. And to be honest I am not super comfortable sculpting cloth.
This one is more or less done. Not too proud of the textures... for some reason I had a lot of trouble getting the leather to look even somewhat okay.
Let me know if I need to go back to the dark gray backgound... Just feeling out the white...
Jeremy, that's so good...It hurts.
Zpanzer, Looking awesome, thanks for being even more awesome and sharing!
Still too much fresnel on that grass. You could add a radius close to the camera where there's less or no fresnel coverage at all and keep that effect for the background terrain silhouette.
Getting there... lighting needs more work, some texture touch ups here and there... visit my digital sketchbook for details on my progress. Feel free to leave me some C&C
Thanks, and yes, the grass shader is built around fresnel and light vector, and I'm using a colour map overlayed on top of it to get some extra colour variations.
Regarding your shader...great idea ! I'd love to see it !
Malloy, I'll check it out, asap !
motenai, Oniram thanks !
Right, here are some screengrabs of my shader networks - I tried to get them to be as clear as possible.
For those who can't arsed top scroll up, this is a shader that uses the WindSpeedAndDirection node to have the material appear as though the grass ripples in the direction of the wind.
It basically blends between a "straight up" and a "lying flat" grass texture, both of which are orientated in the direction of the wind actor's vector information. I also utilised the WindSpeed node to control the speed of the wave/blend effect.
Some large images ahoy:
The texture isn't exactly pro, but it gets the point across.
A environment ive been working on, still working on lighting and adding some more elements, peps around the site been helping me out with lighting, composition and such
SirCalalot, huge thanks, dudester! I've been a complete retard and didn't know about atan2, so I sort of had had to reinvent it in the material editor.
Nice to know there is a leaner way. Huge thanks!
A character I've been working on yesterday and today for a class project. He's at right around 2600 tris at the moment but there are probably some areas I could reduce in complexity. I'm not entirely sure if I really want his jacket to be made of geo or just textured (it is geo at the moment). I'll have to see how it deforms and how Unity does with the guy. The darker parts are planes at the moment. I've never used only planes for things like collars, but since I wanted to save on polygons I didn't thicken them like I normally would. They're annoying in Blender at least, since they stop face flows so at the moment they are just floating on top of the model instead of being connected to it.
Also some props for a village in the game that this character will be a part of. The house minus the lanterns is just under 1000 tris. Everything else is pretty minimal (the barrel, lanterns, flower bed, & fences).
Right, here are some screengrabs of my shader networks - I tried to get them to be as clear as possible.
For those who can't arsed top scroll up, this is a shader that uses the WindSpeedAndDirection node to have the material appear as though the grass ripples in the direction of the wind.
It basically blends between a "straight up" and a "lying flat" grass texture, both of which are orientated in the direction of the wind actor's vector information. I also utilised the WindSpeed node to control the speed of the wave/blend effect.
The texture isn't exactly pro, but it gets the point across.
Thanks a lot ! I'll try it out as soon as possible :thumbup:
I've been working on a custom grass blades shader, it allows vegetation to pick up the terrain colour automatically. Shading model is also based off the one used on the landscape : light reflections is applied uniformly on the grass patches.
Some early testing here :
At first glance it was hard to tell what side was the floor, kind of hard to describe but it made my feel disjointed. It could just be the position of the camera.
As for the floor I feel the light pieces coming up in the middle would not be very good for walking as people would likely trip on it. Just have to remember to balance design what functionality. Keep it up!
I'll whip up a quick video tonight after work.
Just out of interest @choco, what recording software do you use?
I'll be damned if I have to pay for Fraps
SirCalalot, huge thanks, dudester! I've been a complete retard and didn't know about atan2, so I sort of had had to reinvent it in the material editor.
Nice to know there is a leaner way. Huge thanks!
Tell me about it!
I was banging my head against my desk for ages trying to figure out a way to do this using existing nodes before I found out about some HLSL functions you can utilise in the Custom Node that don't have built-in UDK counterparts.
I've been working on a custom grass blades shader, it allows vegetation to pick up the terrain colour automatically. Shading model is also based off the one used on the landscape : light reflections is applied uniformly on the grass patches.
Some early testing here :
Replies
This guy...
Amazing polish on the environment, an artisan in terrain!
Also... looking at your project WIP may I suggest looking at Jacek Yerka artwork
Anyway, here is a skull prop I made for a Tim-Burton style game project I'm working on right now at school called "Grim Fate".
I made a table
It has a bottle
That is a REALLY sweet shader
May I ask how you went about it?
I'm guessing that at it's heart is a Fresnel-based LERP and some information from the Light Vector to make the grass look translucent at the very brow of a hill?
Have you thought about using the WindSpeedAndDirection node to have the material appear as though the grass ripples in the direction of the wind?
I made a material based on this a month or two ago and meant to post it on here. It basically blends between a "straight up" and a "lying flat" grass texture, both of which are orientated in the direction of the wind actor's vector information. I also utilised the WindSpeed node to control the speed of the wave/blend effect.
Quite evocative man...i love the alien mood
thread in signature... cheers!
Seven - F yeah! I hope you are taking that to low and textures. Looks sick!
WOW... that backpack really got a lot more attention than I had anticipated.
Kustodiev - It was all modeled in Max (probably not going to do that again...). It was kind of a challenge to see if I could do it. And to be honest I am not super comfortable sculpting cloth.
This one is more or less done. Not too proud of the textures... for some reason I had a lot of trouble getting the leather to look even somewhat okay.
Let me know if I need to go back to the dark gray backgound... Just feeling out the white...
And there is me thinking, "He doesn't need a Spec map on that backpack!". How wrong I was.
What's in the pack? WHAT'S IN THE PACK?
nice humor :thumbup:
2048 maps.
Thanks, and yes, the grass shader is built around fresnel and light vector, and I'm using a colour map overlayed on top of it to get some extra colour variations.
Regarding your shader...great idea ! I'd love to see it !
Malloy, I'll check it out, asap !
motenai, Oniram thanks !
Jeremy, that's so good...It hurts.
Zpanzer, Looking awesome, thanks for being even more awesome and sharing!
Still too much fresnel on that grass. You could add a radius close to the camera where there's less or no fresnel coverage at all and keep that effect for the background terrain silhouette.
Finally finished my high poly model. Took me long enough.
Getting there... lighting needs more work, some texture touch ups here and there... visit my digital sketchbook for details on my progress. Feel free to leave me some C&C
For those who can't arsed top scroll up, this is a shader that uses the WindSpeedAndDirection node to have the material appear as though the grass ripples in the direction of the wind.
It basically blends between a "straight up" and a "lying flat" grass texture, both of which are orientated in the direction of the wind actor's vector information. I also utilised the WindSpeed node to control the speed of the wave/blend effect.
Some large images ahoy:
The texture isn't exactly pro, but it gets the point across.
By guerillatactics at 2012-02-17
By guerillatactics at 2012-02-17
By guerillatactics at 2012-02-17
[ame="http://www.youtube.com/watch?v=SMEfkWMk_h4"]Posed[/ame]
[ame="http://www.youtube.com/watch?v=8eOA6890f_Q"]T Pose[/ame]
Nice to know there is a leaner way. Huge thanks!
Look in the previous page. There's an awesome video of it.
Edit:
My bad, that's a different video. I thought the shader post was to explain that video.
A character I've been working on yesterday and today for a class project. He's at right around 2600 tris at the moment but there are probably some areas I could reduce in complexity. I'm not entirely sure if I really want his jacket to be made of geo or just textured (it is geo at the moment). I'll have to see how it deforms and how Unity does with the guy. The darker parts are planes at the moment. I've never used only planes for things like collars, but since I wanted to save on polygons I didn't thicken them like I normally would. They're annoying in Blender at least, since they stop face flows so at the moment they are just floating on top of the model instead of being connected to it.
Also some props for a village in the game that this character will be a part of. The house minus the lanterns is just under 1000 tris. Everything else is pretty minimal (the barrel, lanterns, flower bed, & fences).
Thank you, here till Sunday.
A half finished tree
A drystone wall
Concept some rough armour ideas
Thanks a lot ! I'll try it out as soon as possible :thumbup:
I've been working on a custom grass blades shader, it allows vegetation to pick up the terrain colour automatically. Shading model is also based off the one used on the landscape : light reflections is applied uniformly on the grass patches.
Some early testing here :
[ame="http://www.youtube.com/watch?v=HPA_FlC-9so"]UDK Uniform grass blades shader demonstration - YouTube[/ame]
- Hank Hil
Been working in UDK for about 5 weeks now, and I've been getting a lot of help from Sean VanGorder.
If you guys have any comments, I'd really appreciate it to help boost it to the next level!
Hope you guys like it
(Just so you guys know, the enlarged image is pretty big, around 1980x1200)
As for the floor I feel the light pieces coming up in the middle would not be very good for walking as people would likely trip on it. Just have to remember to balance design what functionality. Keep it up!
Working on a head
2k tri 512 tex' 2048 of passion!
amazing texturing man!!
Just out of interest @choco, what recording software do you use?
I'll be damned if I have to pay for Fraps
Tell me about it!
I was banging my head against my desk for ages trying to figure out a way to do this using existing nodes before I found out about some HLSL functions you can utilise in the Custom Node that don't have built-in UDK counterparts.
That's pretty god-damn impressive, not to mention genius!