Sinbad's Model Thread
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Re: Sinbad's Model Thread
here's a rough wip of my temple
Sinbad- Team Member
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Re: Sinbad's Model Thread
Nice work Sinbad, it looks lovely. Can't wait to see it when its done!
I've also now have the Prologue narrated. I'll upload it when I get back home.
~Asomath
I've also now have the Prologue narrated. I'll upload it when I get back home.
~Asomath
asomath- Moderator
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Re: Sinbad's Model Thread
Since I'm known for being local carper I've few suggestions .At first I think the statues could be more massive and stiff like the ones in old Egypt and I would remove these two from roofs and place them in front of the main entrance(I would preserve the middle one).Second, because you wrote you took inspiration in HoMaM 3 fortress how about to make the last tier and the buildings on it bevelled?
And now only details: the roofs of that buildings on the top are deepened.Since region of Serenity should be tropical the rains are very often so the "builders" of this pyramid must count with it.You could add some drain for water(some kind of gargoyles could appear very well) or make another roof(btw I don't think there would remain much of that "rims" after so many centuries eventually).
My last note is about that dishes or bowls or how it is called.I think they are too deep.
I was quite brief, wasn't I?
And now only details: the roofs of that buildings on the top are deepened.Since region of Serenity should be tropical the rains are very often so the "builders" of this pyramid must count with it.You could add some drain for water(some kind of gargoyles could appear very well) or make another roof(btw I don't think there would remain much of that "rims" after so many centuries eventually).
My last note is about that dishes or bowls or how it is called.I think they are too deep.
I was quite brief, wasn't I?
schveider- Team Member
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Re: Sinbad's Model Thread
Haha, we now know, if you need C&C, get it from Schveider XD
Anyways, I was wondering how compatibility of different screen resolutions with UI. Do we need UI redrawn for each of the popular screen resolution sizes?
~Asomath
Anyways, I was wondering how compatibility of different screen resolutions with UI. Do we need UI redrawn for each of the popular screen resolution sizes?
~Asomath
asomath- Moderator
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Re: Sinbad's Model Thread
I didn't say I don't like it at all.I just said what I don't like on it.
schveider- Team Member
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Re: Sinbad's Model Thread
Cheers for the critique. I'll try and work those changes into my next update.
- Sinbad
- Sinbad
Sinbad- Team Member
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Re: Sinbad's Model Thread
Thought I'd better post an update on my temple. here's some very rough concept art for the final look, and a wip of the lizarman statue model.
Sinbad- Team Member
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Re: Sinbad's Model Thread
1) The pyramid concept looks really great.I imagined it somhow like that.
2)I think the narrowing in lizardman's waist looks wierd.
2)I think the narrowing in lizardman's waist looks wierd.
schveider- Team Member
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Re: Sinbad's Model Thread
Interesting thing in there. The roof could also have a different solution (regarding the rains): holes. This way, small water ducts can transport water to the interior of the pyramid. Depending on how you imagine the inner dungeon, small cascades could be seen here and there due those holes, internal gardens, etc. It all depends on how dependable of water and nature the local folk was.
Re: Sinbad's Model Thread
Little WIP update on the actual temple construction. Should be finished as of end of today... hopefully... maybe.
Sinbad- Team Member
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Re: Sinbad's Model Thread
Can't wait to see it when you finish it!
~Asomath
~Asomath
asomath- Moderator
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Re: Sinbad's Model Thread
New update, only have to do the tiers now and then texture it all.
Sinbad- Team Member
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Re: Sinbad's Model Thread
Sorry it's taking so long guys.. I guess I was overly optopmistic with my timeframe guesses. Here's my latest WIP:
So now I just have to add the damaged areas, vines, stairs and texture it all.
My guess is it'll take another week (now that I can be realistic about timeframe)
Cheers,
- Sinbad
So now I just have to add the damaged areas, vines, stairs and texture it all.
My guess is it'll take another week (now that I can be realistic about timeframe)
Cheers,
- Sinbad
Sinbad- Team Member
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Re: Sinbad's Model Thread
just the vines and textures left now guys. do you think we'll need the vines? it's already getting to be pretty high poly..
Also, what sort of texture maps can the engne use? bump maps? normal maps?
Cheers,
- Sinbad
Sinbad- Team Member
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Re: Sinbad's Model Thread
Added vines, time to texture.
Sinbad- Team Member
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Re: Sinbad's Model Thread
I like how its turned out But I dont know about the engines usage of mapping... thats a question for Schveider or Akkarin.
~Asomath
~Asomath
asomath- Moderator
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Re: Sinbad's Model Thread
The engine does support normal maps, bump maps and shade maps.
I don't know much about texturing, but I hope you can find the necessary information at the following page: http://udn.epicgames.com/Three/TextureArtistHome.html
The pyramid looks really impressive so far. I can't wait to see final version.
Akkarin
I don't know much about texturing, but I hope you can find the necessary information at the following page: http://udn.epicgames.com/Three/TextureArtistHome.html
The pyramid looks really impressive so far. I can't wait to see final version.
Akkarin
Akkarin- Team Recruit
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Re: Sinbad's Model Thread
It looks great.However (critique again ) I would add more damage especially to those edges of each step.And I think I forgot to tell you the vines aren't necessary since it should be done in SpeedTree modeller, sorry.
And about mapping: Akkarin is right most usual way is normal map, bump maps are supported too, but useless if used alone.Technique which combines these two approaches is called parallax mapping (or offset mapping) and is supported too.Shade maps are for those who work in 3D softs like max or maya rather known as Ambient Occlusion.
And about mapping: Akkarin is right most usual way is normal map, bump maps are supported too, but useless if used alone.Technique which combines these two approaches is called parallax mapping (or offset mapping) and is supported too.Shade maps are for those who work in 3D softs like max or maya rather known as Ambient Occlusion.
schveider- Team Member
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Re: Sinbad's Model Thread
Thanks for the feedback guys.
Ah good to know about the vines, but I might just leave them there now lol... Maybe they can be old dead vines that are now built into the actual temple or something..
I'll try and do something more with the stairs, but do you mean the actual stairway? or the tiers?
Maybe you could circle the areas that need more work?
Ah good to know about the vines, but I might just leave them there now lol... Maybe they can be old dead vines that are now built into the actual temple or something..
I'll try and do something more with the stairs, but do you mean the actual stairway? or the tiers?
Maybe you could circle the areas that need more work?
Sinbad- Team Member
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Re: Sinbad's Model Thread
I meant edges of all tiers.They are too preserved :-)
schveider- Team Member
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Re: Sinbad's Model Thread
Right, I thought thats what you meant.
I was thinking I would do most of the cracks and weathering with textures, but maybe a few more damaged areas wouldn't hurt.
I was thinking I would do most of the cracks and weathering with textures, but maybe a few more damaged areas wouldn't hurt.
Sinbad- Team Member
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Join date : 2011-08-26
Re: Sinbad's Model Thread
Hey dudes, still just grinding away on the textures for this thing... It would be good to know if there are easy ways to apply procedual shaders inside the engine like the one I've used here, as this would mean I'm pretty much finished... The alternative is that I carry on UV Unwrapping everything so that I can manually apply texture images. Esentially in the end that would look better, but it means SOOOOO much more work and I'm getting bored..
So anyone that knows anything about the engine and its procedual shaders/material/texture capablities please let me know..
Cheers,
- Sinbad
So anyone that knows anything about the engine and its procedual shaders/material/texture capablities please let me know..
Cheers,
- Sinbad
Sinbad- Team Member
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Re: Sinbad's Model Thread
Hi Sinbad,
you could use only procedural shaders however materials in UDK often expects to have texture as an input and capabilities of shaders in UDK or HLSL in general are quite limited and you won't reach same results like in Maya easily and if you do the computational demands are too high.Next without UV (if I'm talking about same thing like you) you won't be able to make normal maps, right?If you wish, you can take a look at overview of all UDK's material expression nodes (~shaders) http://udn.epicgames.com/Three/MaterialsCompendium.html
And another links which you might find usefull http://udn.epicgames.com/Three/FBXMaterialPipeline.html http://udn.epicgames.com/Three/MaterialsTutorial.html
EDIT: If I may ask you, separate models of statue and bowls from pyramid.It would be easier to make materials for them
you could use only procedural shaders however materials in UDK often expects to have texture as an input and capabilities of shaders in UDK or HLSL in general are quite limited and you won't reach same results like in Maya easily and if you do the computational demands are too high.Next without UV (if I'm talking about same thing like you) you won't be able to make normal maps, right?If you wish, you can take a look at overview of all UDK's material expression nodes (~shaders) http://udn.epicgames.com/Three/MaterialsCompendium.html
And another links which you might find usefull http://udn.epicgames.com/Three/FBXMaterialPipeline.html http://udn.epicgames.com/Three/MaterialsTutorial.html
EDIT: If I may ask you, separate models of statue and bowls from pyramid.It would be easier to make materials for them
schveider- Team Member
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Re: Sinbad's Model Thread
Thanks for your reply Schveider.
Yeah I suppose I will need to keep UV unwrapping everything for texturing then.
As you say, it will be impossible to do normals mapping and intricate texturing details without them.
I've already UV unwrapped over half of it including the statue, bowls and buildings on top.
Its just all the repeated stuff like the long beams and corner cube thingies that are getting a little tedious.
All I can say is that this is quite a learning process for me, as I had no idea it would take even a 10th of the time it has already taken...
Which sucks because I know there's still so much still left to do.
Oh well, at least after this I should have a more realistic understanding of how long something like this will take lol
Cheers,
- Sinbad
Yeah I suppose I will need to keep UV unwrapping everything for texturing then.
As you say, it will be impossible to do normals mapping and intricate texturing details without them.
I've already UV unwrapped over half of it including the statue, bowls and buildings on top.
Its just all the repeated stuff like the long beams and corner cube thingies that are getting a little tedious.
All I can say is that this is quite a learning process for me, as I had no idea it would take even a 10th of the time it has already taken...
Which sucks because I know there's still so much still left to do.
Oh well, at least after this I should have a more realistic understanding of how long something like this will take lol
Cheers,
- Sinbad
Sinbad- Team Member
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Re: Sinbad's Model Thread
Sinbad wrote:Oh well, at least after this I should have a more realistic understanding of how long something like this will take lol
- Sinbad
Haha, cheers to that!
~Asomath
asomath- Moderator
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