Dirigible- Hey, thank you! I'm not sure how you came across my page and if you actually know who I am, but we've actually kinda met before up at UTD. It's nice to see you on here!
Yeah I just saw this thread on page 1 and checked it out, didn't even realize I'd met you in real life.
Yeah I just saw this thread on page 1 and checked it out, didn't even realize I'd met you in real life.
Haha yeah Moose would talk about you once in a while, so I'd heard about you and we've probably been in the same rooms and stuff but idk if we were ever really introduced.
HitmonInfinity - Thank you! Haha I haven't seen too many other "game prop threads". Now I feel like digging through the whole forum for them. I choose vintage objects because they have a lot of intricate shapes. They've helped me master creating shapes quicker as opposed to the usual sci fi corridor stuff that most people choose to do. I guess I might give sci fi a when I feel more confident though.
Quick update of the wip of the jukeboxe's low poly.
This still has crap uv's, but here's some images of the current low poly and it's wireframe. It's at 1,976 tris right now, but I've still got some crunching to do all over the model.
Nice work on those front details of the jukebox! Really looking forward to the textures!
Edit: Wanted to say that on your cast... you seem to have suffered the same issue I did when I did my jukebox. Looking back I gave way way way too much resolution in the unwrap to all the inside pieces. It resulted in the outside of the jukebox not having enough resolution. I know you want to show off all those details on the inside but in the end they are not really going to be seen as closely as the outside. All of those nice details you had in the highpoly became extremely muddy when you baked.
I would suggest going back an repacking... or you are going to have to go up a map size to get the detail to hold.
Nice work on those front details of the jukebox! Really looking forward to the textures!
Edit: Wanted to say that on your cast... you seem to have suffered the same issue I did when I did my jukebox. Looking back I gave way way way too much resolution in the unwrap to all the inside pieces. It resulted in the outside of the jukebox not having enough resolution. I know you want to show off all those details on the inside but in the end they are not really going to be seen as closely as the outside. All of those nice details you had in the highpoly became extremely muddy when you baked.
I would suggest going back an repacking... or you are going to have to go up a map size to get the detail to hold.
Thank you, I'm looking forward to the textures too! haha
And sorry this was actually a cruddy screen shot from Maya and my jukebox wasn't uved yet. I've got it all in Modo now and uved, so it doesn't look funny anymore the way it does in this. Thank you for the input though!
Hey Stephanie these are great, i can see the love and patience you put in them.
I agree the lowpoly needs some work, maybe go a little higher (polycount, rez map, baking settings).
Hey Stephanie these are great, i can see the love and patience you put in them.
I agree the lowpoly needs some work, maybe go a little higher (polycount, rez map, baking settings).
She DID say it was a work in progress with crap UVs...
Haha thanks dirigible, and thank you nukes.
But yes like dirigible is saying and like I wrote on that post when i first uploaded the lowpoly, that low poly isn't even uv mapped. I'll post up the actual low poly later guys, thank you for all your input though.
Well I live in the Dallas area and I've had some great opportunities to see how guys like raul and Brett Brilley do things. But besides that.... practice? Lots of time and practice.
I'm with ya though, I prefer straight up subD modeling, though sculpting does tend to lend itself to organic.
Thank you! I kinda love subD modeling, figuring out how to build intricate shapes out without zbrush is pretty fun, hah . But of course there are times when those kinds of programs are necessary.
it's kinda sad to see so many dimensional details details being baked to a completely flat surface.
i dunno what polycount would such prop have in a modern game but i think it wouldn't hurt to at least add some extrusion to the panel with buttons. and maybe model that cavity below it and turn lyre into a plane with alpha?
Thanks for your concern about my low poly hah, but it's not being baked on to a flat surface. It's hard to tell because I posted the picture from the angle I did, but trust me it has plenty of "extrusion" and shape to it. I'll post a more completed and better angle of it later so you can see.
Hey guys so here's a quick update.
I finished uv-ing the lowpoly and got it inside UDK, I'm currently working on textures so expect those soon. Also thank you raul for all your help in getting this looking good!
Great work! Those highpoly models are really good. I'm jealous now. That jukebox is just insanely good, you modeled all those details, it really shows. The only thing I would say for that piece is on the wireframe shot, maybe just show the wireframes for the box and bigger pieces and small pieces don't show the wireframes or tone them down that way it doesn't look completely black. and then maybe show a closeup of those small details in wireframe. Hope that makes sense. On the gocar piece those wireframes are very nice. Excellent topology flow! I would say maybe add more spec on the highpoly presenstation shot, thats just my preference. The couch is very nice too, I think the only thing that is bothering me is the sculpted cushions, I feel they might be a little blobby in some parts, it might be just me and-or the nature of the materail since its velvet, but I would say give it another pass to make it tighter. and maybe a closeup shot of the ornate wood details with wires to show your hard work.
ironbelly: Thank you! Yeah that couch needs some work that's why I haven't done a low poly, I figured I'd do some more hard surface for now.
demilich: Thanks for stopping by and for all the kind words!
I'd been wondering if you'd seen my stuff. I'll definitely keep all that in mind next time I render my wire frames, I was a little sad all the stuff with a lot of geometry was just getting blacked out. I'd been wanting to do a close up of the details on my jukebox but couldn't think of a nice way to present them. I'll get it done sometime though so you can check them out.
Great job Stephanie! If you could I would post up one of the texture sheets to check out your UV layout/spec maps and such see if there is anything to improve on there. The jukebox looks great.
You might want to add some more geo to the bottom silhouette of the go cart as its hard edges stand out to me. I am loving the bright green
Here's the finished low poly of my bumper car, super pumped about working on other stuff now.
These are straight from UDK, I had one issue maybe someone else knows how to fix this but I can't seem to get my wireframe to show up black inside of UDK. Maybe it's not possible because all the UDK wireframes I've seen have been white, I know I can do colors but I just want black. Anyone know how to achieve this?
Kon Artist: Thank you! I actually came across this same tutorial earlier. You think a new material in UDK could work? I tried setting up a new one earlier but I couldn't get it to work right. I got every color to show but black, hah but I was thinking maybe it's because it's set up to the emissive so the emissive won't show if it's black... but I have no idea really.
Yeah, that's why you need to save your UV snapshot from Maya... and follow the steps above. Your new texture will have your UV's on it. Which will match your wire frame if everything is already triangulated in Maya. I hope this is making sense :poly142:
Some feedback on the textures. On future things I would recommend straightening your UVs. I bet your trying to maximize your UV space-- but it's almost counter productive, as having things that are straight textured on a diagonal leads to aliasing (look at the front grill).
Also, props like this are great to share UV space. No one is ever going to see both side at the same time. So you could texture the front panel uniquely, but have each side panel share the same space.
Very nice high poly work, what software are you using? If it has a crease function, I would highly recommend using it. Saves allot of unnecessary headaches and allows for a lighter and more managable cage
Very nice high poly work, what software are you using? If it has a crease function, I would highly recommend using it. Saves allot of unnecessary headaches and allows for a lighter and more managable cage
Thank you! I've been using Maya to model and Modo to bake and render. The more I use Maya though the more jealous I am of Modo, since it has so many cool tools that Maya doesn't. Right now I'm slowly trying to work my way into just using Modo. I've seen people use edge weighting in Modo and it does seem sooo much simpler then the way I'm building stuff in Maya at the moment.
@Kon Artist - Thanks! I'll keep those things in mind as I continue building stuff.
Replies
Yeah I just saw this thread on page 1 and checked it out, didn't even realize I'd met you in real life.
Haha yeah Moose would talk about you once in a while, so I'd heard about you and we've probably been in the same rooms and stuff but idk if we were ever really introduced.
(I hate Maya)
Side note:
From now on I'm just going to expect all vintage stuff when I see a "game prop" thread. LOL
HitmonInfinity - Thank you! Haha I haven't seen too many other "game prop threads". Now I feel like digging through the whole forum for them. I choose vintage objects because they have a lot of intricate shapes. They've helped me master creating shapes quicker as opposed to the usual sci fi corridor stuff that most people choose to do. I guess I might give sci fi a when I feel more confident though.
This still has crap uv's, but here's some images of the current low poly and it's wireframe. It's at 1,976 tris right now, but I've still got some crunching to do all over the model.
Edit: Wanted to say that on your cast... you seem to have suffered the same issue I did when I did my jukebox. Looking back I gave way way way too much resolution in the unwrap to all the inside pieces. It resulted in the outside of the jukebox not having enough resolution. I know you want to show off all those details on the inside but in the end they are not really going to be seen as closely as the outside. All of those nice details you had in the highpoly became extremely muddy when you baked.
I would suggest going back an repacking... or you are going to have to go up a map size to get the detail to hold.
Do you use any floaters?
How do you get such crazy detail?
I'm with ya though, I prefer straight up subD modeling, though sculpting does tend to lend itself to organic.
Thank you, I'm looking forward to the textures too! haha
And sorry this was actually a cruddy screen shot from Maya and my jukebox wasn't uved yet. I've got it all in Modo now and uved, so it doesn't look funny anymore the way it does in this. Thank you for the input though!
I agree the lowpoly needs some work, maybe go a little higher (polycount, rez map, baking settings).
She DID say it was a work in progress with crap UVs...
But yes like dirigible is saying and like I wrote on that post when i first uploaded the lowpoly, that low poly isn't even uv mapped. I'll post up the actual low poly later guys, thank you for all your input though.
Well I live in the Dallas area and I've had some great opportunities to see how guys like raul and Brett Brilley do things. But besides that.... practice? Lots of time and practice.
Thank you! I kinda love subD modeling, figuring out how to build intricate shapes out without zbrush is pretty fun, hah . But of course there are times when those kinds of programs are necessary.
i dunno what polycount would such prop have in a modern game but i think it wouldn't hurt to at least add some extrusion to the panel with buttons. and maybe model that cavity below it and turn lyre into a plane with alpha?
I finished uv-ing the lowpoly and got it inside UDK, I'm currently working on textures so expect those soon. Also thank you raul for all your help in getting this looking good!
So here's how it looks in the engine:
keep it up
Great work! Those highpoly models are really good. I'm jealous now. That jukebox is just insanely good, you modeled all those details, it really shows. The only thing I would say for that piece is on the wireframe shot, maybe just show the wireframes for the box and bigger pieces and small pieces don't show the wireframes or tone them down that way it doesn't look completely black. and then maybe show a closeup of those small details in wireframe. Hope that makes sense. On the gocar piece those wireframes are very nice. Excellent topology flow! I would say maybe add more spec on the highpoly presenstation shot, thats just my preference. The couch is very nice too, I think the only thing that is bothering me is the sculpted cushions, I feel they might be a little blobby in some parts, it might be just me and-or the nature of the materail since its velvet, but I would say give it another pass to make it tighter. and maybe a closeup shot of the ornate wood details with wires to show your hard work.
1153 tris
2893 tris
I'll post more soon
demilich: Thanks for stopping by and for all the kind words!
I'd been wondering if you'd seen my stuff. I'll definitely keep all that in mind next time I render my wire frames, I was a little sad all the stuff with a lot of geometry was just getting blacked out. I'd been wanting to do a close up of the details on my jukebox but couldn't think of a nice way to present them. I'll get it done sometime though so you can check them out.
You might want to add some more geo to the bottom silhouette of the go cart as its hard edges stand out to me. I am loving the bright green
These are straight from UDK, I had one issue maybe someone else knows how to fix this but I can't seem to get my wireframe to show up black inside of UDK. Maybe it's not possible because all the UDK wireframes I've seen have been white, I know I can do colors but I just want black. Anyone know how to achieve this?
HarleyBone:Thanks Har!
Bbox85: Thank you Tris!
If you want black wires, you could try this:
Great job on the car!
Kon Artist: Thank you! I actually came across this same tutorial earlier. You think a new material in UDK could work? I tried setting up a new one earlier but I couldn't get it to work right. I got every color to show but black, hah but I was thinking maybe it's because it's set up to the emissive so the emissive won't show if it's black... but I have no idea really.
Some feedback on the textures. On future things I would recommend straightening your UVs. I bet your trying to maximize your UV space-- but it's almost counter productive, as having things that are straight textured on a diagonal leads to aliasing (look at the front grill).
Also, props like this are great to share UV space. No one is ever going to see both side at the same time. So you could texture the front panel uniquely, but have each side panel share the same space.
And here's how the train engine's going.
Should be posting the train cars soon as well.
Thank you! I've been using Maya to model and Modo to bake and render. The more I use Maya though the more jealous I am of Modo, since it has so many cool tools that Maya doesn't. Right now I'm slowly trying to work my way into just using Modo. I've seen people use edge weighting in Modo and it does seem sooo much simpler then the way I'm building stuff in Maya at the moment.
@Kon Artist - Thanks! I'll keep those things in mind as I continue building stuff.
@futurepoly - Thank you!