this is something I have been nursing the desire to do for quite a while. finally getting around to it this is my first bit. I wanted to put in something that could be dropped in to break up the flat panneled walls.
anyone that played the original UFO game knows that the walls and floors were, by design, pretty simple. so this I a bit of a break from it. I want to try and drag the old school design and a modern take together and meet in the middle. I don't want it too dears of war and I also don't want it to look too isometric/manga-esque ill be posting the final part of this wall panel and then ill move onto the flatter plainer parts of the set. this is for a portfolio so if you want to crit things, go mad. I'm always happy to get crits on my work
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but the pic looks like you sharpened the shit out of it or like you have display issues. it's painful to look at in any case.
Wireframe, texture flats, HP? would be good to see.
Good work anyways!
for now, this is the pillar type section and the flat wall section.
Alas mayas viewport isnt great at putting out LP shots and i always think that faffing with UDK at this stage is time better spent fixing the thing :P so yes. flats etc tomorrow scouts honour (hopefuly)
Wondering about that as well. There's xoliul shader which is awesome but only for 3dmax. No love for Maya ):
ill spost up links to the full texture files in a bit. so they dont just flood the page.
for now though.
wires
High poly
Textures
i was going to add sots of the other wall section thats going quite nicely now. but maya crashed and i lost my rag. so some shogun total war should clear my head for a bit :P
PS::: you can see the parts of the textures that are still in progress. namely ATM removing the outlines of the floating geometry from the corners of those panels in the center..
First thing I would say is that the lowpoly geometry could be reduced down you have areas that could be chopped out and baked into the normals with a rethink of your High poly. The sections that stick out to me are the rivets (see paint over below)
Second thing I would say, is that in your spec there are scratches everywhere and this doesnt look realistic, I would recommend going back and rethinking the spec detail placement.Think about the objects function and location in the world? Where might it get work and scratched etc. It looks like a scratch brush has been used without much thought spend more time and think about where you are placing the details. You also need more range in your spec at the moment its very "flat" get more variation in it. Also the scratches on the edges dont match up very well with the geometry of the mesh.
Your normals are looking ok, You could add some post bake detail using Photoshop with something like nDo2. You could consider adding some extra surface details with it. Though thats entirely personal preference.
Diffuse looks a little blurry at the moment and lacks range. Again have a look at adding some surface detail you dont want represented in your spec. Think of small areas of dirt and grime and maybe some small scratches. Have a look at your AO use as at the moment its very heavy. Also consider rendering out a cavity map and layering that over the diffuse and alter as needed this can be reused in the spec as well to add some "pop" to it. Ive found that this can help define areas on the texture
Hope this helps man its look ok so far, spend some more time on it and you could have it looking really cool!
Good Luck!
Yeh I have to hold my hands up, I definately could have taken longer optimising the low poly ill take some time and work on that a bit more.
Ha! I knew someone would pick me up on the spec map. Yeh they are definately my biggest weakness. Ill give it a fresh shot 'from scratch' (pun intended) tonight lol.
As for the normals I was thinkinf of adding some surface buckle to the panels as well as some dings in cirtain places. What sort of extra details were you thinking?
I knew I'd miss something. The cavity map thing. Do you think you could show me an example of what you mean.. And how do you think I could improve the depth of the diffuse? Do you mean more colours or higher contrast?
::BTW the big void at the bottom is where i will have some cables/pipes running. i want to make them as props rather than part of the mesh its self.
slight update. looking like the textures are not TOO repetitive. im liking the orange in there. what do you guys think?
I'm not sure about the blue. It COULD be in the diffuse. As I did add a little extra blue to the colour. But there is also a blue light which might be part of it. Ill see when I get in
Thanks for the comments
the whole wall feels a bit matte, it would be good to give different materials different properties. for example the plates around the orange stripe seem more metallic so they could use stronger highlights.
also, that normal map pattern doesn't go well with black/yellow stripe pattern.
the right side has lines going against each other and left side has parallel lines. it creates a chaotic design imo.
are you planning to make some environment using those modules?
And yeh I will be. I just want to get the feel right in my head so I can go ahead with planning it out. It'll be how I lay out my old xcom base
what do you think of the hex pattern? it actually came to me by accident :P turned on the wrong layers at the right time and i got the idea from there.
ok so to prevent over padding my own thread i have just slapped this onto my last post. having added the floor tiles i realised i needed some geometry to define that butress type bit at the bottom. now you can see the parts im working on... the yellow is a trim that will have a drain like thing and a service/maintainance duct running down it... (itll make more sense later) the blue is obviously the main floortile shape. i got the idea for it from the underground, we will see where that takes us.
i figured i would post uo the first in progress asset. i swear this will progress beyond just one asset. i just needed to settle into a style i liked.
sooo, here is.. a pillar!! WOOO