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mAlkAv!An wrote:

Here's a WiP of the first asteroid model for LPS. (click to enlarge)

High poly model has been created in 3dsmax via 3 displacement maps out of a sperified cube. I used Poly Cruncher 9 to get a decent low poly model and made some manual adjustments afterwards. UV unwrapping as well as smoothing groups / hard eges were done with Blender. Normal map baked in mudbox...

 

asteroid_3_screen_1stf3b.png



-- Edited by mAlkAv!An on Wednesday 9th of November 2011 09:58:34 PM


 

I was wondering if you where still  working on those awesome mesh ?

I would like this kind on mesh in a CTF map which I saw a concept on devianArt so I thought I may ask if you plan to release them ?

BTW, I add your new concrete barrier in my Mégane map & I must say it's top quality work m8 ! :D



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zahnrad05.gif*thinking*

SQRT(16) + 128... + asteroids + concept... *8 - 256... devided by 4... + deviantART... =... nah, impossible... or yes?? _suspect_.gif

Does it have anything to do with what I uploaded when I came back from my snowboarding trip?

Just curious. lol



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LOL

And where did you found those "smilies" !!!!!!! :p

Nope bro :p

In fact, it's a pic I've saw while browsing one of my favorites members that I just didn't notice before, dunno why I just overlooked the pic & I think it could be an awesome CTF map. It could be done with the stock rock meshes but Malk meshes are much better looking hihi :D

I'll try to find it once more lol

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I'm curious, need inspiration too. Post a link when you find it!

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Damn.............

I did a 30 mins research & didn't find it yet :( My memory is better that that habitually lol

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calculating Pi by hand

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stevelois wrote:
I was wondering if you where still  working on those awesome mesh ?

I would like this kind on mesh in a CTF map which I saw a concept on devianArt so I thought I may ask if you plan to release them ?

BTW, I add your new concrete barrier in my Mégane map & I must say it's top quality work m8 ! :D


 Hi, still have it on my hd. The normal map is a bit messy and it's not yet textured but its there. Also the workflow for such asteroids relatively fast.

 

Steve, perhaps you need another version of the concrete barrier? I was going to make one without the bullet holes and one without any damage at all - just for more variation.



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So, if it's not to much work left for ya & you have the time, it will be very helpful in the upcoming months :)

For the barrier, variation is always welcomed :D But the way I place them, it doesn't look repetitive at least. Ho and very good job on the UV's too :D

Since you will end up with 3 models, a concrete barrier pack would be awesome !?

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calculating Pi by hand

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The models itself won't be too much work but I don't have a suitable texture for now... perhaps anyone of you guys will find something that might fit. smile

Here's the blog post for the updated concrete barrier model: http://oliverm-h.blogspot.de/2012/04/update-free-3d-model-concrete-barrier.html

 

concretebarrier_model9ljwf.jpg



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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looking like a wood texture under some angles ....nice ....

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calculating Pi by hand

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finally updated the opneing post

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First post is damn great my friend, THX again for making & sharing all of that !!!

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calculating Pi by hand

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Here's a new small tut: http://oliverm-h.blogspot.de/2012/06/distance-based-texture-blending-ue3udk.html

It describes a method to get rid of repetitive patterns of tileable textures like on terrains/landscapes. As usually UT3 receives a special treatment :p



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Very complex & clever method !

Will advertise your new tut asap & add it to the UDK/UT3 tut list. Really well made & THX for sharing :)

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Tut advertised :)

BTW, can you tell me your last name ? It's simply to mention your full name in my tut pages :)

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calculating Pi by hand

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I just made a short video to demonstate the differences between regular phong and blinn specular reflectance:



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calculating Pi by hand

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New mini tut available: http://oliverm-h.blogspot.de/2012/09/how-to-create-self-shadowing-materials.html
It shows an easy way to add self shadows to materials. The setup is quite simple and should work with all versions of UE3.



-- Edited by mAlkAv!An on Saturday 8th of September 2012 07:13:23 PM

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very nice mate, the wall look really better on last pict with all "options".... as reallistic as possible

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Very nice Malk!


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superb mate, what size is this? (not sure if it s a bot that i see standing on one of the rocks....lol....might be one of my old eyes trap though)
u really succeded to give a nice feeling of "survivance" to thoses "stones"...all thoses impacts/craterias do their job, i wish i had something like that under the hands when ve ve build phobos moon remake

did u try to apply this texture on UT3 stock cliffs?
good job



-- Edited by Bl!tz on Sunday 7th of October 2012 03:55:07 PM

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calculating Pi by hand

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A sneak peek screen of the next type of meshes I am working on... :)

udkasteroids02n2s2q.jpg



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calculating Pi by hand

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Yupp, I added the bots for size comparison, and that cube in the middle measures 256³ UU.

The texture is model specific, so it won't work with anything else.

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Awesome mesh Malk :D

I'm curious to see them with the proper material !

If you release them, I can make a good looking space map with those meshes & the previous rocks you release hihi :)

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calculating Pi by hand

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Haha, this is supposed to be a proper material mate. I hope it does not look that bad :)

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Damn !

Sorry, since the mesh color is greyish + based on the previous pics in Blender, I didn't thought that a material was applied ! But yep, the material is really detailed, well done :D

Would you mind to make a more brownish material with a bit less details, something like the UDK stock rock meshes ?

I would love to use them in another natural type map :o

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Hmmm they look very familar Malk!
Very happy to see you've resumed work on them!
Love ya texturing and the impact craters look superb!!

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Job looks amazing Malk, well done! Those impact craters give it some exceptional character 

Keep up the great work.



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hey Malk.....imo if u can it would "complete" the pack to add a big sized sphere and semi-sphere with this kind of texturing (craters and co)
it could be very handy for asteroid themed maps....just an idea

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Bl!tz wrote:

hey Malk.....imo if u can it would "complete" the pack to add a big sized sphere and semi-sphere with this kind of texturing (craters and co)
it could be very handy for asteroid themed maps....just an idea


 
+1 aww



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calculating Pi by hand

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Do you mean for some kind of a background moonlet?

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yeah the half sphere for background (same kind of deco as morpheus bottom halfshpere or morpheus moon at the top)
....and the sphere for same functions but with animation options (rotation on itself or around a planet)

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stevelois wrote:

It's to complicated for me but when I look the final result, it look fabulous !!!

Well done m8 :D


 +1 to this....you re improving all what you touch bro....again....i m impressed biggrin

 

@Steve: are we too old for complex stuff ?.... lol^^

@Malk: nice sig btw....so true wink

 



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calculating Pi by hand

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Here's a new tutorial, Texture Atlases for tileable textures without seams: http://oliverm-h.blogspot.de/2013/04/how-to-create-ue3udk-texture-atlases.html

Unfourtanetely you need HLSL (custom nodes) to make all seams go away, so it's probably not that useful for the UT3 guys...



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It's to complicated for me but when I look the final result, it look fabulous !!!

Well done m8 :D

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calculating Pi by hand

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I agree it's somewhat technical.
If you ever tried to create a huge terrain whose material(s) should have had more than 12 texture samples (at least LPS should know :)) you'll find this is a nice way to bypass the limit.

@Blitz



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mAlkAv!An wrote:

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@Blitz


 a Beer vs the lyrics !music is good of course....it shaked me @ wake up after a long boring rainny truck nite



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calculating Pi by hand

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Forgot to post this one over here... done right before holidays

 

Custom Lighting Model Materials (diffuse/specular reflectance)

brdf_001mhums.png

 

Epic Forums Link: http://forums.epicgames.com/threads/956378-Custom-Lighting-Model-Materials-%28diffuse-specular-reflectance%29

Download: http://www.mediafire.com/?ppk2vobz5x3u58b



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Very nice Malk!

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stevelois wrote:

It's to complicated for me but when I look the final result, it look fabulous !!!

Well done m8 :D


  It's too complicated for the man who made Amyrade??  Are you kidding Steve??



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@MauL

I was talking about the material complexity, not a map geometry lol wink

@mAlk

THX m8 biggrin



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stevelois wrote:

@MauL

I was talking about the material complexity, not a map geometry lol wink

@mAlk

THX m8 biggrin


 I knew that but I was comparing the brain power required.  I think you could handle it is what I'm saying biggrin.  



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calculating Pi by hand

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Here's a new quick tutorial about saving texture memory/samples Normal Maps: Replacing The Blue Channel

I haven't tried this for UT3 yet but it should be feasible somehow.



-- Edited by mAlkAv!An on Saturday 11th of May 2013 06:52:05 PM

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Lol this is cool way of thinking, i have used a normal for noise before and done many other things, but never thought of the benefits until the laid them out clearly - :)
Thanks for this clear thought process.


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calculating Pi by hand

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New quick tutorial: http://oliverm-h.blogspot.de/2013/06/blender-modeling-football-in-one-minute.html

Nothing special or advanced, just a very simple and fast workflow.



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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wow...you re...unstoppable!!!.....nice job & nice ball

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What a fantastic thread. I will definitely be making use of the Blinn lighting model.

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calculating Pi by hand

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2 new tutorials...

The first one is specifically for UDK:
Foliage Tool Lightmaps


Second one does work for UT3 as well and describes a different/better method of parallax / bumpoffset mapping:
Iterative Parallax Mapping

 



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Generating Normals on runtime in the material editor:
http://oliverm-h.blogspot.de/2013/09/udk-material-normals-from-height.html



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Hey Malk, the OP would benefit from a update m8 biggrin



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