I thought it finally would be time for my first post here on polycount, so why not create a wip thread for the scene I'm currently working on
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Basic idea is that after the great zombocalypse, or a great war everything gets rebuilt using tracks. So those living-containers in the screenshots move on tracks and can quickly form new structures and buildings.
For the stripes of those containers I'm using vertex colors to color them and with the vertex alpha I'm regulating the rust damage.
Image of the rubblefloor. It uses tessellation to create some depth.
So thats it for the first post, exciting
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I looking forward for some feedback on this and thanks for stopping by!
Replies
Keep it coming
Keep it up!
The only solution is a heavy over tessellation with a higher resolution base mesh.
Looks like Rage art
As the topic title says: UDK.
btw how did you manage to rule off the vertex color to just the stripes? is it something UDK-specific or would it maybe work in cryengine as well?
Just use a simple mask and use that with a linear interpolate node and you're off
The vertex color controlled stripes are probably nothing but a few simple shader operations. (if, lerp) I'm afraid that due to CE's inability to support custom shaders, it may not be UDK exclusive but sure is impossible in CE.
I agree that the tessellation isn't the optimal solution yet, it produces quite some errors and even on this pretty low resolution a heavy performence loss. Especially in the distance the floor breakes up in some cases and wobbles around a bit when you move.
Anyways, thats the direct comparison between tessellated and non tessellated geometry:
That thing with the stripes is actually done quite simple. I'm only using a lerp operation with a mask, which is saved in the green channel of the diffuse for the stripes and then paint them with rgb.
@sltrOlsson
I actually don't have a specific concept art piece or an image which this is based on, I'm just building this from a loose plan in my head and some quick paintovers I'm doing from time to time.
Maybe parallax mapping (bump offset) would make the non-tesselated ground look better without tesselation
The smaller and flatter bricks could be just normal mapped, while the larger and higher bricks modelled.
Anyways:
I played around with the lighting and colors a bit and came up with these settings, which I'm more happy with:
I'm sure that all the seams that might appear on your hardsurface assets will disappear if you brought them to CE3.
What was the original purpose of the prop anyway?
mhh ..other then trying to be a cool shape? thats a tough one ! I was just browsing through some pictures I took when I was travelling through Portugal, when I spotted this thingy on the floor of an old abandoned factory
Thingies make great props