Mostly small tweaks here and there. All of the blockout meshes are now gone, now that I added the hanging chains. Mostly did a little bit of spec map painting on the metal parts, and I added some wooden crates. I also did some lighting adjustments to try to balance things out a little better.
Also did a little bit of fog.
I also set up a neat shader to allow me to dynamically create icicles on things. You can see it on the chain and the ceiling in the above image.
Closeup:
This was pretty much the main reason I bought a DX11 card when I started working on this environment...I was imagining what kinds of things we may be able to expect in the next generation of console/pc games, and I wanted to come up with something more interesting than lumpy tessellated rocks and whatnot.
That is beautiful. If you didn't follow a tutorial or anything, I'd really appreciate if you wrote up a bit on how you managed that (and if you did, please link)!
That is beautiful. If you didn't follow a tutorial or anything, I'd really appreciate if you wrote up a bit on how you managed that (and if you did, please link)!
Really cool man, going to have to upgrade my computer soon so I can try some of this stuff. Any chance for a small tutorial?
Thanks! Yeah, there was no tutorial on this...just took what I learned about tessellation/displacement and tried applying it in a slightly different way.
I didn't exactly write a step by step, but I made a blog post to kinda explain what I did, and I put up the part of the material that deals with the displacement.
I saw this crossposted in the waywo thread, and I have to say, your displacement painting is beyond cool! Really fun project you have going, awesome work
That icicle material is really badass I would love to see a breakdown for how you did it(and I can't wait to get my own DX11 card!) Only crit I can think of is just to post some larger screenshots!
biofrost: I put up an image of the udk material and a little explanation on my blog. If thats not enough, let me know..maybe I could whip up a quick little youtube video explaining it or something. It really is a pretty simple setup.
Anyways, I'm hoping to finish this environment up soon...I think I'm pretty close to what I want. I was a lazy bum the past few days...so I'll try to churn some more out this weekend.
Same kinda deal, just with snow prints instead. I was surprised to see that SSAO would fill in the recesses so nicely. Kinda creates a slushy snow effect.
I have a footstep pattern that covers a decent sized area, and I blend in the steps that I want with vertex painting.
Little Update:
Mostly did optimization things since my last post, but I also redid the ice material, got my displaced footsteps finished, and some small tweaks here and there.
I need to quick slacking and finish this up. Reworking the eroded metal wall and giving the environment some particle treatment are the last big things on my list.
Take the screenshot into photoshop, put this thing on top of it in a separate layer. Then use adjustment layers until you like how it looks (affecting the screenshot AND the RGBtable). Then, crop to the RGBTable and save it out as a TGA. Import it into udk, and in the images import settings, be sure to turn the LODGroup to "TEXTUREGROUP_ColorLookupTable".
Then in the world post-processing properties, load that image into the "Color Grading Lookup table" area.
It'll make the adjustments to contrast and saturation super easy.
Thanks for the suggestion! Definitely made me realize that my contrast was really dull. I fiddled around and realized that my distance fog was affecting the foreground too much, so I fixed that. I gave your color suggestion a shot, but I wasn't happy with it..it looked less like a cave at that point.
Joopson:
Yea I fiddled around with tonemapping a little bit with this scene, but most of the time when I apply the LUT my scene gets too blown out, so I just stuck with the default one.
Tom Pritchard:
Hey man! Yea thanks for the critique. I toned down the DOF and tried fixing up the footprints.
Here is where its at now. I'm thinking that I'm ready to call this done for now and move on:
wow, looks awesome. I gotta say though I loved the composition before with the ice on the left side too, really sold the cold, claustrophobic look and feel so much more for me Awesome work though, and your shaders are fantastic!
I agree about the composition. Fixed that and did a few more angles:
I ended up getting rid of the rusty wall thought, I got a lot of negative feedback on it, and if it doesn't affect the environment too much then I'll just move on instead of redoing it. What do you guys think?
I don't understand the lighting. How is it so bright and blue down in this place. Where is the ice scattering light from? Are you using emissive lighting from the glacier?
The metal is also too dark to see any detail and looks out of place?
Absolutely fantastic. There has been amazing progress throughout this thread, and your ice plugin for your chain is absolutely fantastic! That is absolutely way to cool. The newer color contrast is superb too, really enjoy this piece. Awesome work, and its really cool to see it come along from the beginning, sorry I haven't kept up with the thread. Awesome work. definitely bookmarked.
Really awesome work!
though one thing for a better performance:
if you got values between 0 and 1 and try get some values to 0,0,0 just use multiply instead of lerp.
Calculations:
Multiply:
Result= Input1*Input2
Lerp:
Result=Input1+(Input2-Input1)*Alpha
Since Input 1 is 0,0,0 in the lerp method:
Result=(0,0,0)+(Input2-(0,0,0))*Alpha
Result=Input2*Alpha
Though the computer has to calculate 3 Operations instead of one.
Replies
Mostly small tweaks here and there. All of the blockout meshes are now gone, now that I added the hanging chains. Mostly did a little bit of spec map painting on the metal parts, and I added some wooden crates. I also did some lighting adjustments to try to balance things out a little better.
Also did a little bit of fog.
I also set up a neat shader to allow me to dynamically create icicles on things. You can see it on the chain and the ceiling in the above image.
Closeup:
This was pretty much the main reason I bought a DX11 card when I started working on this environment...I was imagining what kinds of things we may be able to expect in the next generation of console/pc games, and I wanted to come up with something more interesting than lumpy tessellated rocks and whatnot.
Here is what it looks like in action:
Thanks! Yeah, there was no tutorial on this...just took what I learned about tessellation/displacement and tried applying it in a slightly different way.
I didn't exactly write a step by step, but I made a blog post to kinda explain what I did, and I put up the part of the material that deals with the displacement.
http://georgesokol.blogspot.com/2012/06/dx11-displaced-icicle-material.html
Let me know if that makes sense. If not, I could do a little write up showing it in more detail, with steps I took and how everything works together.
Edit:
Amazing stuff man, thanks for sharing.
and it's...georgeous! :poly124:
awesome work man !
* in a good way
biofrost: I put up an image of the udk material and a little explanation on my blog. If thats not enough, let me know..maybe I could whip up a quick little youtube video explaining it or something. It really is a pretty simple setup.
Anyways, I'm hoping to finish this environment up soon...I think I'm pretty close to what I want. I was a lazy bum the past few days...so I'll try to churn some more out this weekend.
I get it!
... I'll get me coat.
Looprix:
I'm not quite done tinkering yet
Displaced foot prints:
Same kinda deal, just with snow prints instead. I was surprised to see that SSAO would fill in the recesses so nicely. Kinda creates a slushy snow effect.
I take it that the footsteps are using a displacement mask rather than being painted individually?
I have a footstep pattern that covers a decent sized area, and I blend in the steps that I want with vertex painting.
Little Update:
Mostly did optimization things since my last post, but I also redid the ice material, got my displaced footsteps finished, and some small tweaks here and there.
I need to quick slacking and finish this up. Reworking the eroded metal wall and giving the environment some particle treatment are the last big things on my list.
A bit brighter and more contrasty, highlighting the bluish feel of really cold ice (OF SWEDEN)!
Ehm.
Really nice work so far! Looks awesome! Wish I did it myself actually. ^_____^
Take the screenshot into photoshop, put this thing on top of it in a separate layer. Then use adjustment layers until you like how it looks (affecting the screenshot AND the RGBtable). Then, crop to the RGBTable and save it out as a TGA. Import it into udk, and in the images import settings, be sure to turn the LODGroup to "TEXTUREGROUP_ColorLookupTable".
Then in the world post-processing properties, load that image into the "Color Grading Lookup table" area.
It'll make the adjustments to contrast and saturation super easy.
I think the depth of field is too harsh, you're blurring out most of the detail, and dammit, your detail is awesome, let us see it!
Also, those footprints (from where I'm looking) don't seem to be going anywhere, they just go to the ice bit on the floor, then stop.
Also, I prefer it less saturated, and I'd get rid of most of the non blue colour, it makes the image feel cooler.
chrisradsby:
Thanks for the suggestion! Definitely made me realize that my contrast was really dull. I fiddled around and realized that my distance fog was affecting the foreground too much, so I fixed that. I gave your color suggestion a shot, but I wasn't happy with it..it looked less like a cave at that point.
Joopson:
Yea I fiddled around with tonemapping a little bit with this scene, but most of the time when I apply the LUT my scene gets too blown out, so I just stuck with the default one.
Tom Pritchard:
Hey man! Yea thanks for the critique. I toned down the DOF and tried fixing up the footprints.
Here is where its at now. I'm thinking that I'm ready to call this done for now and move on:
I agree about the composition. Fixed that and did a few more angles:
I ended up getting rid of the rusty wall thought, I got a lot of negative feedback on it, and if it doesn't affect the environment too much then I'll just move on instead of redoing it. What do you guys think?
The metal is also too dark to see any detail and looks out of place?
I finally got around to it, so here ya go!
[ame="http://www.youtube.com/watch?v=IHMsubEpPq4&feature=player_embedded"]UDK - DX11 tessellation/displacement icicle material tutorial - YouTube[/ame]
though one thing for a better performance:
if you got values between 0 and 1 and try get some values to 0,0,0 just use multiply instead of lerp.
Calculations:
Interesting, I never thought of it that way.
Thanks for the tip!