I am making a small scene, loosely based on these concepts by an unknown artist from my "cool shit" folder. I plan on switching out the center piece.
Plans
Current Gen Texturing
Better UV space usage layout.
Impove my texturing/materials.
Continue importing into UDK.
Import a small animation into UDK.
Particles!
Uninstall Skyrim.
Be finished by Febuary 4, so I can start on the next scene.
Edit: Failed the date. Just trying to make this as good as I can
Replies
Good work otherwise, seems like a fun little project. I will be keeping an eye out.
Also Progress:
More Progress
I think I need to make the wires thicker, and play with the depth of a few of the pieces. I need to figure out how I am going to have the screens come up.
C&C always welcome
Also I agree with the above posters, the edges are still a bit to tight. Also you need to exaggerate the depths of your slats and cuts into the model itself. You wont get a very strong normal if you bake out what you have so far.
Keep working on it, I love the concept and am excited to see where you take this.
Megalmn: Been playing with the porportions on the scene, not totally satisfied yet, Master Pyro Man is just there for scale.
Going for the rest of the environment.
C&C Welcome
<edit> Also, have my first interview next week. Even if I don't get the job, I know that I have a chance to get another interview, until I get a job!
Thoughts, ideas, etc?
I'm still concerned for the high poly of your center piece. Your extrusions don't seem to have a very good angle on them..those details won't read well in your normal map. Any details that stick out..such as the panels..should have closer to a 45 degree angle..even if it wouldn't actually look like that...since it will help sell depth in the bake.
For the overall size of the scene...I'm not sure how its looking in udk, but compared to your character, it seems a little open and "wide" compared to the concept.
As for the center piece, well, I keep getting crits about it being too tight and angles being wrong, but no specific places.... SO, going to try some test bakes to try to figure it out. Guess I am not ready for quick turn overs on pieces.
Getting what is meant about the looser edges, Hopefully by the end of this project I will have a good handle on it. C&C welcome
The current high detail meshes being used to generate normal maps are boxes with a few extruded boxes and edges being baked on boxes.
There's not any real issue here conceptually, it's the execution. Think more about exaggerating your shapes in the high detail meshes. Go wild. Get insane! Pipes, plates, excitement!
Folks like Kevin Johnstone have spent their entire career showing us the benchmark. It's important we listen.
http://www.polycount.com/forum/showthread.php?t=62114
http://www.polycount.com/forum/showthread.php?t=90110
If anything, at least replace that UDK default material with a blank mat BEFORE baking lighting and presenting as it heavily influences the result.
Also, I noticed you subliminally hate this scene. evidence:
So Chris... you want me to compare my work to Kevin Fucking Johnstone? Damn it!
I did figure out a three step plan to take over his spot at epic though...
Step 1. Open Max.
Step 2. ???
Step 3. PROFIT!
But seriously, yeah.. Time to go nutz.
Nistrum, I will post some normals next update with a discription, but a lot of it is flat surfaces, which I will be trying to avoid.
ok, progress.
light and stairs are udk's
This will one of the side pieces leading up to the stairs
Hopefully, this is closer to what Chris Holden was saying.
Block out