Thanks mates, to be fair this is a Blender(Cycles) render. Although I think you could pull off something similar in a game engine with proper shaders, just not the same degree of detail / high poly meshes.
Next step would be building low poly meshes and bake some normal/ao maps. Doing a whole weapon would be a nice task indeed but I was looking for objects which can be modeled rather fast, yet offering some interesting/chellenging shapes.
Awesome work there Malk! Your superb talent is now finally matched with the new tech of UE4!
This is a good example of why UE4 makes it very hard to go back to UE3 especially UT3. UE4's inner mechanics and beauty have really spelt the death of UT3. Now if only Epic would make another UT...
-- Edited by Lord_PorkSword on Thursday 10th of April 2014 01:24:39 AM
Another showcase test. I didn't bother to build a game mesh for now so this is simply the high poly model with some basic materials. No textures so far but reflections are doing their job.
I just started to create a cannon some days ago, (that kind of cannon used on ships centuries ago) It's still WIP but here's a high poly clay render. I'm going to model the low poly next and bake some nice normals.
-- Edited by mAlkAv!An on Wednesday 23rd of April 2014 10:06:03 PM
lol...black sails sequels!!! very nice cannon and ....thanks for the lamp but....it s in RL that i want this one...i m sure u ll use your 3D printer for this in ya crazy lab
Yeah, I was using more roundish bullets first but wasn't sure about the high polycount then. Meanwhile I decided to add back some polys and keep the blocky bullets for the LoD models ;)
LoD0: 5976 Tris / 3148 Verts LoD1: 2572 Tris / 1426 Verts LoD2: 1050 Tris / 615 Verts
Just saw the three versions in 3D, excellent work you did there!!
+1....
...and the bullets angles are not that easy to notice when they dont have a grey uniform background...so....good choice Malk...thanks for sharing all this
I have a small request:
Could you maybe record how you model a high poly model and based on that a low poly model? As some sort of tutorial so to say. I've been curious how you do those pretty symmetrical screws and other details - and how you got those curved edges.
@Blitzy I'm sure I'm gonna create some content for UT, sooner or later. Most preferably in cooperation with the UOF mates of course It's still pretty early in development and also somewhat confusing (speaking about 8k posts in 3-4 days just on epic forums...)
@Sly For the high poly meshes I'm doing Sub-D modeling. I don't know if you are used to this but what it basically does is subdividing and smoothing a given mesh at the same time based on some (simple?) math algorithm. So you create some sort of a base model which is rather low poly (those screws are just 6 or 8-sided cylinders e.g.) but with 2-3 levels of subdivision it's turning into the final object you are aiming for. The most important part is to add edge/supporting loops to your model in order to prevent certain parts from getting smoothed and keeping them angular. In Blender you need to add a Subdivision Surface modifier to use this technique.
Can you add some picts of the UV mapping or the mark seam or anything we can see how you make the texture ?
When i watched your Staticmeshs (high quality made), i can understand few things to optimize my own Statics.
But for the UV mapping, i am really noob. I am always problem to align the texture with the faces. It's me or the Blender's UVMapping is crappy ?
The unrealEd seem better than Blender to apply the texture on an objects.
It's not crappy, you just need to get the hang of it. Here are 2 screenies of the UV maps. However there is a big difference between uniquely textured assets like these or a model for which you use tileable or modular textures.
@Blitzy I'm sure I'm gonna create some content for UT, sooner or later. Most preferably in cooperation with the UOF mates of course It's still pretty early in development and also somewhat confusing (speaking about 8k posts in 3-4 days just on epic forums...)...
Glad to hear this
...and 100% agree about the big salad on the forums...i NEVER have seen such a wave +.+
Just to be unpleasant. You add too much reflection on your texture. Not sure the wood part and some steel part are soo reflectives. After, it's less important when you look far the object.
I say that and i can't apply my textures on my mesh. Shame on me.
Hah, that's Sketchfab focking with the spec maps. I don't know what's wrong there but it adds specularity even with full black in the spec map. It surely makes any old wood look fake but I haven't found a way yet to get around that issue. There's hardly any reflection in Blender or Unreal...
You'll never know what they are going for in the end. Right now it's just too early developement for design specifics I guess. I'll definitely finish this one, which means I'm also creating a low poly mesh and bake maps.
I saw the image and thought, that's UT2004 but improved incredibly well.
- Then i read the desc, Well done, that is really nice work.
On a side note:
- There is alot of small things from UT2004 (like this pickup^)that i feel should be in the new UT. where do you lot chat about this stuff? (ill add to the UT thread i suppose)