Hey Guys and Gals,
I've been tinkering for awhile on projects but never taken any seriously. So with the start of the year I decided to take a short sabbatical of a couple of months and work on some pieces to fill out a portfolio. I figure its time to chase down the dream
The first project that I am working on is a modular environment that I want to put into UDK. I feel like this is a lofty goal but one that I will learn a lot of useful skills. I have never done anything outside of a few side projects, so much of this environment work is new to me.
I am looking for lots of honest crits of my work, the goal of me taking time off of work is to work on my skills and hopefully get a little more exposure to the art community at large. So any input is of great value to me
So to kick it off, here are a bunch of images of what I already have started on. These are all just screen capped from the Maya view port for now. I really haven't gotten much in the way of texture done yet as I am in a real groove on sculpting and I want to run with that until I need a break from it. These are all low poly with Normal Maps attached.
This one is being redone, I only include it to show what I am going for with the texture styling.
Thanks again for any crits that you have for me and I look forward to showing more of my work on a fairly frequent basis.
Replies
Where's the steampunk parts? I'm looking forward to seeing what you come up with.
The steampunk parts are coming. I am working on the basic section first before I start adding more elements (hero pieces and variance).
Thanks for the feed back Dimfist!
Tomorrow I should have a tile able brick texture up and running and possibly some other new wall segments as well
/edit - can't type tonight....
I didn't like it and I was super frustrated. Mostly because I didn't have the knowledge that I had needed to produce what was in my head. So I spent a little time, watched some videos and read a few articles and in a fraction of the time, this is what I came up with this evening.
I like these results much better. It looks a lot more like stone and has a lot more detail in it. The only downside is that I now have to go back to my previous sculpts and apply my new knowledge to them, just to bring them up to that next notch. This is what I was going for in the first place, so I am glad that I got there
So again, I feel that I learn a lot of new techniques and these pieces reflect that from what I have previously done on this project.
Next up, here are some screen shots in Maya viewport of the Low poly with the Normal Map and AO applied as a diffuse map.
I'm quite happy with how the Normal maps turned out. This was the first time that I had really worked from a pretty detailed High Poly, so it was also a learning curve for retopology as well. The only thing that I am not entirely sold on is the gears. I used a flat cylinder as floating geometry to help make that area pop, but I wanted to try and keep poly count as low as possible, so I didn't sculpt out the edge spoke parts.
The next step of learn was to get this all into UDK. I have very basic knowledge of how to use UDK, so I am sure that I am going to miss a lot of things. Here is the pillar in UDK with a Normal Map applied and the AO map as a diffuse map.
This one has some weird artifacts going on with the interior of the I-beam that didn't show up in Maya....So I'm not sure what is causing that. The other challenge that I had, was learning how to UV map with smoothing groups. The way that I had everything set up in Maya was great, it displayed well and I was happy with it. As I exported it to UDK, it was completely off. So after reading up I realized that I needed to have separate Smoothing groups for each UV island, which is what I ended up doing for these screen shots. It did leave some undesirable lighting issues like in this image.
#1- This is the edge of my UV island and it generates these seams, which I understand is unavoidable, however, is this something that tends to be masked when you add a proper diffuse and spec map?
#2- For some reason, UDK does not want to represent the Normal map in the same way that Maya does for soft edges on the bottom part of structure. So right now I have everything with hard edges on this part, its displaying properly but I am losing a lot of the edge detailing due to it being a hard edge normal. Is this something that is pretty normal when working from a 3D app to a game engine? If so, that's okay, I can work with this and find work arounds or just really make the diffuse pop, but if there is something that I am missing, I'd like to know
Oh and what is a safe Poly count for an environment piece. I know it can vary, but there should be a safe target. Currently this piece is approx 4000 triangles. Is that too much?
Thanks for reading this quite lengthy post, and as always, I am looking for any feedback or critiques.:poly136:
1. You cannot hide it in Diffuse and especially with spec. This will pop even more. It's something with your smoothgroups and maybe padding.
2. It's UDK Are you made a second UV channel for that?
4k polys for that? Where? Show us the wire.
I also included a shot of the Normal Map with the UV map overlayed to hopefully illuminate a problem there if there is one.
And are you saying that I need to make a 2nd UV channel for the normal map in UDK?
Thanks for the feedback Mr Significant!
Here ^^
You can go down with the number of polys on that column.
I do have some more issues to figure out with lightmaps. I also have to work a little more on my knowledge base for Spec maps. If anyone has a link to any good resources for Spec maps, I am all for it.
Let me know what you think, or any issues that you see. I plan on making more regular updates as this project is starting to head down the home stretch for me.
Thanks in advance.
Thanks for the feedback
As always, I look forward to feedback and criticism.
As always, I'm open to feedback
Here is today's progress. I finished up the platform that the trees/plants are going to be on on the second level. I did touch up the upper pillar texture, but you really can't see it from here. I'm not really showing it because I'm not sure if they are going to stay or if I am going to revamp them as well.
And here it is in the block out.
Thanks for the taking a peek and thanks again for any feedback/crits that you guys/gals may have.