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Unreal Old Friend

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Thanks mAlK!

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calculating Pi by hand

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I've been doing some more Sub-D modeling practice lately, this time specifying on a certain subject, rifle scopes.

Blendswap Download: http://www.blendswap.com/blends/view/73010

 

(Click for Full-Res)

riflescopes_render_020kb4t.png

 

subd_scopes_0017ej3e.png

 

subd_scopes_002lckf1.png

 

 



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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waaaaooooo......insane!.....thoses reflexions are just perfect

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These scopes look pretty good! Well done, buddy! So what's the next step? Modeling the weapon mesh for each scope? That would be cool to see! :)

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Connoisseur of Bourbon!

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Yes, very cool Malk!
The models are very nicely done. I like the way the light shines off them. Looks quite real!

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calculating Pi by hand

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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.



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mAlkAv!An wrote:

I've been doing some more Sub-D modeling practice lately, this time specifying on a certain subject, rifle scopes.

Blendswap Download: http://www.blendswap.com/blends/view/73010

 (Click for Full-Res)

riflescopes_render_020kb4t.png

 

subd_scopes_0017ej3e.png

 

subd_scopes_002lckf1.png

 


Malk, your skills always amaze me !



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Indeed, as always a superb job you did there!

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calculating Pi by hand

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My latest test object, a Klarus XT-11 flashlight.

I still need to fix the grid pattern size and add all kinds of labels/writing but here we go.



High Poly Wireframe:
xt11_001ueshf.png

 


Low Poly and High Poly side by side:
xt11_002z5swm.png

 


In-Game UE4:

xt11_003h5slb.jpg

xt11_0049dsfi.jpg

xt11_005uisgk.jpg

 



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Connoisseur of Bourbon!

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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

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calculating Pi by hand

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Thanks mate. I did build a similar showcase material/level in UDK but having it all automated in UE4 is a big timesaver.

Some new shots of the XT-11 below. For the record, tris count = 1544, 1024²px normal map.

 

xt11_00650sup.jpg

 

xt11_007t1sav.jpg

 

xt11_008w4s7y.jpg



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Checkmate mate.

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That is amazing. This would look amazing in a UE4 horror game.

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WOW !!!

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That is absolutely insane quality!

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yeah....i cant find words....perfection?....yup.....perfect


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calculating Pi by hand

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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.

bankerlamp_0019wjxq.jpg

 

 

bankerlamp_002sxk66.jpg



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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nice reflections yeah...and nice lamp, i want one with a translucent blue "hat" here on my desk please

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Connoisseur of Bourbon!

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Very very cool Malk!

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Unreal Old Friend

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And the "cool and high quality model" award goes to...

Malk!

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calculating Pi by hand

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Bl!tz wrote:

nice reflections yeah...and nice lamp, i want one with a translucent blue "hat" here on my desk please


http://abload.de/img/bankerlamp_00313oji.jpg

 

 

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.

cannon_01ai2pas.png

 



-- Edited by mAlkAv!An on Wednesday 23rd of April 2014 10:06:03 PM

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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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

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calculating Pi by hand

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Bl!tz wrote:

....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


 Sure I know, that's just the best I was able to pull off for you. I'm no magician after all :p



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Unreal Old Friend

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That's a pretty cannon you made there!

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mAlkAv!An wrote:

 

 .... I'm no magician after all :p


.....of course you are!

 



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Can't wait to see the cannon after texturing!


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calculating Pi by hand

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I'm already close to start texturing, heres the low poly wireframe and base normal map:
 

cannon_001bgcp2e.png

cannon_001cq5rdj.png

 

 

EDIT, Diffuse WiP:

cannon_001dn8j4x.jpg



-- Edited by mAlkAv!An on Friday 25th of April 2014 11:08:08 AM

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Unreal Old Friend

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Damn, I love that metal material you have made for it, Malk!

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calculating Pi by hand

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Getting close to final. Tris count ~5200 (3850 for the cannon + 1350 for the rope and bullet)

 

cannon_001en2xum.jpg



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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top notch job!...except perhaps the angular "side" of the bullets...but lol u wont notice it when u ll receive one

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calculating Pi by hand

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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

Sketchfab 3D preview: https://sketchfab.com/models/5390125f4d28490d94103b390cd7c095

 

cannon_001f0oeam.jpg



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Unreal Old Friend

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Just saw the three versions in 3D, excellent work you did there!!

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Sly. wrote:

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



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calculating Pi by hand

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Just another random model. A pretty simply one but still good for practice and workflow testing.

 

High Poly

trashcan_01_b92jzq.png

 

Low Poly (+LoD)

trashcan_01_aobkie.png

 

UE4

trashcan_01_crvy32.jpg



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calculating Pi by hand

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one more... still need to export the blender camera to UE4 so all the shots lign up

High Poly
dlsam_01_b5qbye.png

Low Poly
dlsam_01_c8gisi.png

 



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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very....very....impressive.....i hope u ve applyed for the upcomming UT bro....i m sure your skills can help a lot

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That's awesome!

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.

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calculating Pi by hand

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@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.

http://wiki.polycount.com/SubdivisionSurfaceModeling



-- Edited by mAlkAv!An on Sunday 11th of May 2014 12:38:03 PM

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Unreal Old Friend

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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.



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calculating Pi by hand

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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.

trashcan_uvg7jfp.png

 

 

dslam_uvnsjf8.png



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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mAlkAv!An wrote:

@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 +.+



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Salad is healthy and waves are cool.

Thanks for the explanation Malk, I appreciate it!
And now time to get some rest and continue painting tomorrow.

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calculating Pi by hand

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Btw, I uploaded some Sub-D references at blendswap some time ago... just in case you want to take a look ;)
www.blendswap.com/blends/view/70985


I also shared the pirate cannon posted earlier,
www.blendswap.com/blends/view/73922

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Unreal Old Friend

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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.

I wll ulpoad your work, just see how you do. evileye



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calculating Pi by hand

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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...



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Unreal Old Friend

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mAlkAv!An wrote:

Btw, I uploaded some Sub-D references at blendswap some time ago... just in case you want to take a look ;)
www.blendswap.com/blends/view/70985


I also shared the pirate cannon posted earlier,
www.blendswap.com/blends/view/73922


 NEAAAAAAAAAAT!

Thanks a bunch!



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calculating Pi by hand

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Fot the sake of practice I'm working on a high poly version of the UT2k4 health base right now. It's not an exact copy but has the same base layout.

There is still missing some details plus I plan to adjust the overall proportions, making the circular center part bigger.

 

ut_healthbase_015gusz.jpg



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Unreal Old Friend

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Tasty!
You should keep it for a UT2004-style mutator that will most likely be someday made for UT4.

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very nice Malk....i d like to see stuff like that directly in UT4....not only in a mutator

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calculating Pi by hand

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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.


ut_healthbase_03bhhuzo.jpg

 

ut_healthbase_03a5mu1s.jpg



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Unreal Old Friend

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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)

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