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3 Dimensional Chat / Pb's Art Dump

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Pbcrazy
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Posted: 14th Jul 2010 07:11 Edited at: 14th Jul 2010 07:13
Well, since the summer camp I was supposed to be teaching got cancelled, its time for me to find another project. And that means getting back up to speed on my art.

First model I have created in about 4 months...

The vent was 176 poly's, and the whole scene 224 poly's.



Hopefully I can get it textured soon... Assuming I can figure out the unwrapping tool in modo...
Pbcrazy
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Posted: 14th Jul 2010 21:54


Just added some bolts. Time to start UV mapping...
Pbcrazy
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Posted: 16th Jul 2010 06:37 Edited at: 16th Jul 2010 06:37
Just now downloaded UDK, messing around a bit...





Feedback is appreciated!
Camouflage Studios
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Posted: 16th Jul 2010 08:28
ZOMG pbcrazy whats up man its gibson543 from polycount I didn't know you were on here. Well I have to say that speed model is looking pretty solid. And the UDK work looks good as well, very cool atmosphere

banner.jpg
Asteric
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Posted: 16th Jul 2010 14:54
pb has been here for ages

Good to see youre managing with UDK, well have another discussion on the coding side later today.

Pbcrazy
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Posted: 16th Jul 2010 16:49
@Gibson: Hey mate. Ya I actually joined here before I was ever on polycount And thanks, I'm still working on the texture/UV's for the vent.

@Asteric: Alrighty. Imma try to look up some tutorials once i finish this one for the room...
OldPMan
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Posted: 16th Jul 2010 18:06
I like it. quality!

.....already beside..... for all
DarkJames
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Posted: 16th Jul 2010 18:24
are the things in there stock udk media?

-James
Pbcrazy
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Posted: 16th Jul 2010 18:45
Yup, haven't had a chance to make any of my own yet. And to be honest they probably wouldn't look quite so good. xD
Pbcrazy
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Posted: 17th Jul 2010 00:45
Behold! I give you! Crap.



Welp, I screwed up the texture to no end. Trying to salvage it, and I'm open to any suggestions.
Mazz426
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Posted: 17th Jul 2010 02:24
you have a good base, scratches, general wear and tear and water marks are all needed, just tone down your normal map, in fact i'd personally remove it and only start on one once im happy with my texture and i'd then make my normal map based on the texture

=Acid=
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Posted: 17th Jul 2010 12:48
Bake an AO?
Asteric
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Posted: 17th Jul 2010 13:12 Edited at: 17th Jul 2010 13:14
Bake some normals, even without any detail, they will help, and like Acid said, an AO map will help a lot too. If you need help, you know where to find me Pb

You probably could have made a high poly and baked the bolts as normals. But youve had a huge gap, so im not going to go and throw loads of crit at you

Pbcrazy
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Posted: 19th Jul 2010 06:00
Alrighty, fixed up the rendering system a bit. Still same crappy texture though. And I did bake an AO, and added it, though I don't think it's showing up real well.

Quik
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Posted: 19th Jul 2010 19:19
do you know what smoothing groups is? it looks like this model could use some =)


[Q]uik, Quiker than most
Pbcrazy
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Posted: 19th Jul 2010 19:49
Ya, I just removed them, they made the fins on the vent look warped. But if ya think I still need them, I'll put 'em back on.
mike5424
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Posted: 19th Jul 2010 19:59
Quote: "Ya, I just removed them, they made the fins on the vent look warped."

for all the fronts of the fins use one smoothing group, For the top another and so on

---
Quik
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Posted: 19th Jul 2010 20:01
if you make several smoothign groups and think carefully about where to put them it will probably make it better looking =)


[Q]uik, Quiker than most
Pbcrazy
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Posted: 19th Jul 2010 20:05
mhmm... I'll see what I can do. Most likely not much, not very well lol.
Pbcrazy
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Posted: 20th Jul 2010 01:03 Edited at: 20th Jul 2010 08:23
Well, I just trashed the Vent model. Trying a more simple one to practice my hard surface texturing. Here I am just getting started on the texture. (I finally figured out how to bake ambient occlusion maps in Modo!)

I'm still not sure what it is exactly...


Turntable (not necessary, but I wanted to see how well the turntable renderer in Modo worked xD):
ModEdit: Please don't directly post an image of this size in your message, it slows down the thread loading speed. Please link any large .gif files in future. Thanks
http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=2051873

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Asteric
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Posted: 20th Jul 2010 01:09
Advice, the side panel, top left could be using up the same uv space as the other side, which means that you could scale the UV's up for a better res.

Pbcrazy
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Posted: 20th Jul 2010 01:41
I had had some troubles doing that earlier, turns out some of my faces just got flipped when I unwrapped it the first time. All fixed now and the UV map is 'optimized' so to speak. Once I redo the texture I'll post it up.
Pbcrazy
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Posted: 20th Jul 2010 07:40
Alright, I've gotten to a stopping point tonight, just cause I can't think of much more to do atm... So I'm going to bed.

Please, give me some suggestions! Think of the puppies!

Quik
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Posted: 20th Jul 2010 09:04
2048x2048 texture for a PROP!? *faints*


[Q]uik, Quiker than most
Red Eye
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Posted: 20th Jul 2010 09:45
@PBCrasy: Great work, really!

@Quick: In next gen games, they use a million by a million for example. Because they use Hyper Textures, mostly calculated by the engine tho.

lazerus
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Posted: 20th Jul 2010 14:54 Edited at: 20th Jul 2010 15:01
Now i seriously doupt they use millionxmillion textures, after all pixelation would mean there'd be no point, that an the computing for all those maps would be far too massive for anything remotely available.

People on average use 512x512 for props 1024x1024 for larger in ratio with 2024x2024 for extremely large objects but even then, you wouldnt need to because of the way our eyes work and our perceptive of such a large object. Details would be too small to see untill where too close to see the entire object. So in that event the object would be comprised of several and it would most likly be 1024x1024 for the ground flor or area closet to the user then several 512x512 maps in segments as it increases with hieght to save on computing.

Characters as such are generally used with 2024x2024 maps in next gen because of there proximity. Ethier way, then map should be scaled correctly before bringing it ingame, if thats what hes doing ofc.

Anyway it looks great, But it says automated, so maybe a seam of somekind to show a movement area? i take it the pannel opens in the middel? if so try adding a rim on one of the edges.

-Con

Pbcrazy
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Posted: 20th Jul 2010 18:45
Lazerus is right, its only practical to use high resolution textures, up to the point where the screen rendering them can render them without having to reduce their size. So even though you may have a 4096x4096, the resolution from your screen may only be 512x512. So why take up the extra memory?

And the only reason I have it so large right now, is because I'm still tweaking the texture. Once I like it, I'll compile it down to a 512x512.

I also just realized part of my normal map was screwed up o.0 So as soon as I fix that, and add in that little mechanical seam lazerus talked about (I was thinking the screen would just turn on, but I think I can occomplish something simple ), I'll post up a new shot, with texture maps this time.
CoffeeGrunt
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Posted: 20th Jul 2010 22:33
Unreal uses 512* textures for most stuff, but they also have detail textures, normals, etc, and various other effects to make them look good...

512 is good for small props, 1024 for more complex models, and 2048 for characters and weapons...

Pbcrazy
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Posted: 20th Jul 2010 22:54 Edited at: 20th Jul 2010 22:55
Well, I didn't add in the mechanical seam. I think I'll restart with a higher poly model and add in a few more features, and try to make the texture better with a fresh start.

But in the mean time, I do believe I'm done with this particular model.

58 Poly's
512x512 Texture, Specular, & Normal

mike5424
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Posted: 20th Jul 2010 23:41
Great work but looks like concrete. Add some green into the specular for the screen The sides/Back/Top/Bottom all look a bit boring. Maybe add some panels or tubes? Last crit, Your normal map looks a little flat. Keep up the good work though!

---
Asteric
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Posted: 20th Jul 2010 23:50
For props you should ALWAYS render out a 2048, and then downscale to something like a 512. So kudos to pb for nailing that!

henry ham
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Posted: 21st Jul 2010 01:02
i have to say i really like that model ,it just shows that you dont need to make a really high poly model to to make somthing that looks great.spot on mate

cheers henry

Pbcrazy
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Posted: 21st Jul 2010 01:22
@Mike - Aye, I think my paint layer got a little bit too much detail, next time I'll try to keep it nice and smooth. It was probably the noise filter I added.

@Asteric - Lol, thanks.

@Henry - Thank you!
Pbcrazy
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Posted: 21st Jul 2010 08:05
Forgot to upload. Now you can all pick it apart in close inspection! (if you'd even want to spend that much effort xD)

Cheers!

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Red Eye
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Posted: 21st Jul 2010 14:52 Edited at: 21st Jul 2010 17:43
@lazarus: Actually, as i said all computed by engine. So basicaly it aint a real texture, anyway crsys uses it.

EDIT:
Just for the sake of it: http://silverspaceship.com/src/svt/

@Pb: Good work!

Asteric
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Posted: 21st Jul 2010 20:55
Pb, could maybe look into using an Illumination map to give the screen some life.

Pbcrazy
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Posted: 21st Jul 2010 22:16
This is where my noobness really shows through... What's an illumination map?
Pbcrazy
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Posted: 23rd Jul 2010 05:30
Okay, now I've got something else to work on. Trying my hand at an enviromental scene.

IDEA: Small hallway/alleyway, with a cobblestone floor down which water trickles from a drain at the end of a hallway. Brick walls and a glass ceiling window surround you. The end of the hall is capped off by a raised concrete platform.

Quick shot from the editor, helps show everything at such an early stage.


This being my first enviroment, I'm sure I'm going about things inefficiently, so if you see something, please pipe up!
Pbcrazy
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Posted: 23rd Jul 2010 06:45
Sorry bout the triple post...

I did some optimizations on the long part with the squiggly floor (thats where the water will drain), and flushed out the ends of the halls.

Pbcrazy
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Posted: 26th Jul 2010 22:41 Edited at: 26th Jul 2010 22:47
Quick update!

Enviro: Added some detail pieces.



UDK: Learning more about UDK, setting up a camera and adding water.


EDIT: Added another photo.
JLMoondog
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Posted: 27th Jul 2010 17:52
Heh, reminds me of an HD version of Dungeon Siege. Kul stuff.

CoffeeGrunt
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Posted: 28th Jul 2010 03:43
Where's the water?

Is that the 3D Buzz Top Down tutorial by the way?

Pbcrazy
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Posted: 28th Jul 2010 04:44
Yeah! We made it to page 2! xD

Thanks Josh!

CG: Well, I guess you can call it water... It acts like water and sounds like water, but it doesn't quite look like water. Its in the little square box in the back of the hall.

And aye, started that tutorial Though I did a few tweaks.
Pbcrazy
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Posted: 29th Jul 2010 02:05 Edited at: 29th Jul 2010 02:12
Quick update on the hallway, after my friends tried to make it complicated by having me sculpt the bloody thing (which i've never done sculpting before, and I never want to hear of that evil vile thing again), I just decided to go back to the nice and simple plan.

Low poly, ftw! (510 poly's)





And yes, the thing can be tiled width-wise.
CoffeeGrunt
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Posted: 29th Jul 2010 03:39 Edited at: 29th Jul 2010 03:40
Looks sweet, but if you're designing it for UDK, it can be built out of BSP quite easily...

Look at this thread, (daunting I know, but bear with me):

http://forums.epicgames.com/showthread.php?t=726872&highlight=tunnel

That guy modelled the vague, structural shape in BSP, then set about creating a...toolkit if you will of loads of tiny models for detailing and fleshing out the level...

This'll also help UDK's LOD system work off the extra polies. And I can only dream of making something like that tunnel...

Asteric
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Posted: 29th Jul 2010 03:42
Im working with pb and a few guys on a project, and the idea is to have it all modular, so this si practice, i believe.

Pbcrazy
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Posted: 29th Jul 2010 04:10
Aye, I was just seeing what it was like to model an environment. And supposedly using BSP is rather inefficient. And there were a few things in my tunnel that couldn't easily be done with BSP brushes (primarily the windows).

It's all one solid mesh actually, except for the two drain pipes, and 10 four-sided corner/support beams.

And Coffegrunt, it was actually a really simple and easy model to make. I just started from one rectangular face, on the ground looking up, and then did a bunch of edge and face extrusions, and a couple vertex welds. Move the edges around to make the face vertical or horizontal. Literally that was all I did. I used snap to grid a lot though.

Maybe I'll do a video sometime, or perhaps Asteric will grant me the honor of starring on his live web stream.
Asteric
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Posted: 29th Jul 2010 04:28
Just name the time

Pbcrazy
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Posted: 29th Jul 2010 06:50
Probably this weekend, Gibson also said I have to do a section on hand painted textures as well sometime, so we'll have to work that out.

Also! FYI to any Modo users out there, the conversion for meters to Unreal Units (for UDK use) is...

Meters per UU = 0.98125 giver or take 0.000025

If you are wondering how I figured that out, I just spent the last hour going back and forth by hundredths of a decimal place trying to match up to a human size reference block exported from 3dsmax.

I feel like I might have OCD... o.0
CoffeeGrunt
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Posted: 29th Jul 2010 14:26
I just scale stuff when I get it in UDK to be honest...

I spawn a skeletal mesh, build the first room from that scale, then use that room to determine the scale of the others...

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