Hi all,
Seems like I'm having a 1940's phase with my personal work. I'm currently working through the polish stage of this model, a streamliner steam engine. Balancing textures and sorting the materials out. I still need to produce the interior then a small scene to sit it in.
Any suggestions on how to get multiple vertex blends to play nice together in UDK would be awesome :poly142:
Replies
I've followed this train for 95% of the design. I'm tempted to push the art deco stylings a bit on the exterior so adding elements that are both functional and decorative may work such as more valves and gear. I was trying to keep the polycount sensible though the engine currently sits about 24,000 triangles.
More dirt and grunge is incoming. I'm having issues getting my blends to work together I need to experiment with the material more.
PS. Liking your work. Some fine vehicles for reference
That's a good point you're making. For this model I intentionally went with not over emphasising the real world details as is typically done for game art. I wanted to produce something that was closer to the size of details of the reference. I did exaggerate some details by about 50% this is still not a lot.
I don't think the lighting is doing the best job of showing the details in the previous images as most of the model is in shadow. I'll get new shots up soon. Here's an image of the low poly just wearing the normal map.
I've had a few days off to catch up on life, gaming and comics. Work continues now on this model. I'm having material issues. If anyones interested on helping here's the thread. Thanks
http://www.polycount.com/forum/showthread.php?p=1601659
Like I said before, can't wait to see the interior.
Don't worry CookieBE work starts in a couple of days. Still tweaking materials and adding some geometry to assist in the application of vertex colours.
Thanks sltrOlsson, I created with a 3rd person action game in mind. As the character walks along the side of the engine the panels are at shoulder level and are the area that is likely to be seen most by the player so I allocated the appropriate resources there. Also as it's geometry it LODs out quickly. I felt the normal map on it's own on a flat surface was not as visually appealing.
In my "need help" thread I've posted up a few versions of the diffuse section of my material. Here's the image for those that like this sort of stuff.
http://www.antodonnell.com/udk_materials_wip.jpg
What UDK could do with is a LERP node that allows triple blends and instead of an ALPHA slot to blend between them an A,B,C slot would be great, one for each map.
Could look like this:
Base texture
Texture 1
Texture 2
Texture 3
A = RED ( paints texture 1)
B = GREEN ( paints texture 2 )
C = BLUE ( paints texture 3 )
Shots from UDK
Also, I noticed the crumples you made in the sheet metal down the side of the train exterior, they are a little... meh. If I ever need to make metal look crumpled quickly I normally use the crumpled paper textures from from CGTextures, being very subtle with the diffuse but mainly using them for height maps. Then just mask in and out the areas that work.
NOTE: Remember to remove the noise from the paper :P
http://cgtextures.com/texview.php?id=14648&PHPSESSID=e7entidtscngi4p6eocljrap17
I'm looking to create a clean, fairly new and maintained scene. Trickier than defaulting to grunge to add interest.
As for the gloss map could not agree more, at the moment I'm using a diffuse, spec and normal. With a fudged reflection mask created in the shader. It will be worth creating a specific gloss map. The 3 channels of the spec can be used to create the various masks / maps. Will have a play with it, create the chairs and re-update.
Thanks
The grungey look of the exterior is a good contrast to the well maintained interior. I'd suggest knocking back the specular a tad on the exterior corrugated section - it seems to ping a bit too much giving it a plastic feel.
For the interior panels, specifically the lower 4, I'd recommend moving the UV shells about as that entire piece is noticably tiled due to the knots in the wood. Maybe make 2 or 3 variations of the asset but keep the same texture sheet?
- I agree with IchII3D, you'll need to push further the material definition. One problem I see now is your wood looks plastic (probably how you tweak the specular and the shader)
- I think I see some back spot on some mesh, is it normal?
Thanks, I'll give all the materials a final pass once the interior is finished and the train is in an environment to balance them in context.
As for the panels I'm aware they are repetitive ( a by-product of trying to be efficient ), once I get some variation in through the shader and I add in the seating you won't be able to see more than a few full panels at any one time clearly so the issue should not be noticeable.
Moving bits around is a good suggestion to get variation but it can likely create seams also. I wanted the interior done on one 2048 map as it is now and baked from a high poly.
@ megalmn2000 The black spots are issues with the light mapping. Not found out what yet. I'll look into it during the final polish phase. The materials will get refined at this point also. Hope to get them looking great, lighting will also help.
If folks have any ideas already I'm all ears, UV's have already been checked
I'm also going to see if a final texture pass can be completed in Mudbox on the low res model.
Thanks for the comments,
Orangeknight : I had used an element of a photo which I then used the cut out filter in Photoshop to simplify so I could hand paint over it and tile it. After that some overlays were applied to get the fabric texture back on to it. It was then applied to the mesh using the projection brush in Mudbox with the image as a stencil.
The source can be found here https://s3.amazonaws.com/imgspark.com/images/l/2a43de28edc60c8b3bd3f44212bda90e.jpg
There were lighting issues which needed to be removed. This pattern had appeared often on art deco furniture and design sites when I googled it. I thought it fit nicely with the overall design of the train and interior. There are many other really nice patterns out there but they were not as suitable.
The final low poly should be sorted this week.
can't wait to see it filled up!
Couple of questions, do you plan on making the final product looking new or aged?
Also, what's with the top gold thing on the corner of the chair? It just seems a bit random. Unless there's a reason for it?
Keep it up!
danpaz3d: Thanks. The entire project is supposed to be set in the 1950's the train was built in the 1940s and is still in use providing a 1st class service. Therefore I'm aiming for worn and aged a little but maintained. m1neh got it in one the gold handhold is what you're referring too. They are more common in modern trains on the ends facing the aisle but I added it to this design so it is ahead of it's time a bit.
I do intend to add more wear in another Mudbox pass on the low poly when the baking process is complete. Almost there Having issues deriving a decent displacement map.
More images can be found here as not to spam the thread.
http://www.antodonnell.com/art_deco_train.html
However, many of ur textures seem to only be using a simple detail patter for material def, and a layering of ur baked maps. For example, the seat cushion textures could use some fade, light wear and tear... that sort of thing.
the only thing that would have been nice is that the outside of the train reflected some of the chiqueness from te inside in terms of colors. Maybe to reflect the brown interior it would have been cool to see some coper on the outside .
anyway nice work overall
roosterMAP: You're right the textures are lacking in dirt/grime but this was intentional from the outset. Like the image linked below I wanted to have a very clean and maintained look. I am tempted to revisit the textures and do a pass in Mudbox to add some variance in areas where dirt would build up around seams between elements. The seats had subtle fading of the leather on the ends which can be amplified.
http://lenstalk.com/albums/album20/mg_9017_Soller_train_interior.jpg
seriffe: This is my 2nd attempt at trying to get some decent shots out of UDK, Still a long way to go to get exactly what I want. Still walking before running,
Ravenslayer: For the exterior I kept close to the actual train it's based off, only the doors and window trims ended up being bronze/copper and redesigned. The interior was fully designed after the exterior was completed. Next time I'll design both elements together
As per the comments I've added a layer of grunge to the textures of the interior. Here's a before/after. I still did not go too far with it but it's enough of a change to add more visual interest to the image.