Hey everyone, working on a new project.
Here's the concept. Done by one, Mr--Jack (Luke Mancini). Great art overall and it's worth it check it his awesome works.
Mr--Jack on DeviantArtSci Fi Chess Deviant Art Link
At the moment I'm working on the Knight and finalizing a workflow to carryout for the other models. The focus is on hard surface modelling, rigging/animating (maybe..), and shaders within the UDk.
So, let me know what you guys and gals think about what I've got so far. Fixes, problems, ideas to take it further, life advice, etc.
The intention is to show wear and subtle damage (the little bumps, for instance, where bullets hit).
The shader is designed to control the painted parts color with a constant 3, there's also a parameter to control how intense the wear and damage are.
Starting to play around with the Dx11 features as well, (no tessellation yet!), just reflections atm. Also playing with the Phong and Aniso lighting models, there are differences and I'd like to see about making an Aniso flow map to really help pop things more.
I'll post some wires, textures and shader pics soon, but I know I've got touch ups to do here and there in the meantime.
Tutorials and references are also greatly appreciated, whether fundamental or complex.
That's all for now, time to pass out!
Replies
It's looking great so far, my only critique would be that I'm not buying the scratches on the bare metal as I am on the painted metal. You can't scratch paint off metal that isn't painted. I'm loving the little bullet dents though, the attention to detail is great.
Cool stuff!
to have this playable would be so epic.
edit: some pointers
my first glance tells me that the knight isn't 20 ft high. could be the camera angle, or the texture scale, or the lack of human-sized props or vandalism. maybe its just for the knight, though.
and i dunno how close u wanna get to the concept art, but how will the bishop move? hover and glide? or crawly? i could sort of imagine how the rooks, knights, and queens move.
http://wwww.gameartisans.org/contests/domwar/5/finals_gameartisans_3d_19640.html
Just would make the scene so much more epic!
Second.
Also, Badass
Your model is awesome, I'll admit that I really want to see that queen
Just a question of general interest...For exemple, if decides to make a game out of it, he still needs the approval of the concept artist right?
the concept doesn't have it, but it would be nice seeing some glow inside, making it look "alive"
So, I have a question. It's about the Anisotropic lighting model within UDk. I've read the articles on the UDk site and I've read as much from this and other forums. I've yet to find a complete solution or answer. I'm mainly curious if their may be a method to create something rather close, but any information would be helpful.
Quick question for all the chess fans out. First off, I do intend this to be a game, however I've bounced between the idea of (A) having a hybrid realtime/turn-based sort of game style (preserving the planning and strageties, but keeping it moving and immersive), or (B) having it be a realtime action strategy (think Savage, BF2, and Dungeon Keeper) within the theme of Chess in the distant future. Preferences?
More to come..
My favorite model is obviously the Zoa....i mean the Knight.
Visceral, you give me an idea.
But we'll see. :poly142:
Wires as requested. Also starting to play with thematic elements for the style of the game.
Also, a bit of info on the shader..
I've designed it to do several things.
First off, there is a parameter that controls the color and vibrance that represent the team colors (allow players to choose any color)
Secondly, there is a scalar parameter set to control the amount of wear that appears on the vehicle. This is both immersive and communicates the health status of the vehicles (in addition to particles and effects).
Thirdly, a rim lighting set-up primarily for popping them out more from the background.
Fourth, and I may not do this, but set up and look into making an Anisotropic directional map procedurally (rather than by hand).
Lastly, it references two unique textures, a normal map of the vehicle and three black and white combined textures: diffuse, mask, and specular. Combined with some tiling normals.
The mask part of the texture handles both color areas and scratches. There is a new feature for UDk December which is the texture paint tool, but I don't know how to get that thing working. I would then need to figure out how to create such scratches dynamically (kind of like how they do in GTA 4 for the cars).
I cannot reuse the combo-texture though . The unique normals and combo-texture is for each of the vehicles.
Also, something I sort of forgot and am playing around with. The decal symbols for all the pieces with references a decal texture in conjunction with a separate UV channel. I credit Snefer for this method. If I can get the texture paint tool working I may switch to that.
So it's been a few weeks I think. Apologies for the delays, school had started up again, but the chaos is settling once again. I hope to have more done sooner. I'm also putting together the workflow from start to finish of how I make these pieces.
Without further delay, here I present the Bishop.
I've already begun on the next piece. I hope to have it done within the next few days, but midterms will most likely ensure I don't.
Like always, critiques and suggestions are more than welcome.