Computron: that is basically what I have done in many places :] Added some random stuff, filling out the space. For example.. the new ipad 18! ahwell. slooow progresss...
For me, the lighting is what really carries this scene. The patterns along the walls and windows are very reminiscent of Eld's work on 0x10c, but that lighting really makes a difference. I'd hope that Mojang would use this as an example for what environment prospects they should pursue.
Yay for modo indeed ^^ Sooo... added another feature in the shader, I can now have more colors on the same prop with almost no extra cost. Optimised the texture a bit more :] edit: oh, and i just colored the wall like that as an example, will not go with those colors ^^
This is fantastic! Not only is the scene outstanding, but the approach and constraints are fascinating too! I understand the channels and maps part, but utilizing the different UV channels and the material expressions involved in UDK is what I cant quite grasp. Would you be able to post a preview of your material (even if…
Awesome work like always! Really good job. The reflections play a big role in the scene im liking the setup and love how the light enters the room. I have a question though, how did you setup your shader for the glass material. It looks clean and solid! If you can give an example of how to go about glass materials in…
bgoodsell: on a technical level, yes. I am trading texturememory for shaderinstructions (because it takes a few shaderinstructions to assemble everything) but since everything is only using one shader per objects its only one drawcall per object. It also allows me to have larger objects combined together because they share…
Ged: The entire scene is 871 objects, 1084 drawcalls, but that could easily be reduced by a few hundred by just combining things together. I'd say a mixture of both ^^ The shader is quite expensive, depending on what features you turn on, but i didnt really try to optimise the shader that much. For just the core features,…
I was just confused when I read "gray scale" because I thought that meant every texture literally had to be gray. I didn't know how a Normal and Diffuse could be gray when it needed color haha. I don't want to get off topic, but I feel like it's relevant to this texturing process. If not I'll delete and create a separate…
Hey snefer, this is really awesome work you got there! As I am new to this whole modular thing (actually never did a modular environment myself) could you show me, hrrm show us, your texture sheet and some examples how you mapped the models on it? And maybe also some model wires? Great stuff, keep rocking! :) *subscribed*