... dunno where came your inspiration from but it s looking like typical style from"alsace" (lot of german influences in this part of France) , though i bet it could fit to several other places too...
for thoses who have no clue what "alsacian style" mean:
This is just the clean version, which means that there are no kinds of irregularities - everything is at 90° angles and dead straight. I usually make those basic models first to use them as a base for LoD creation.
So far ~2500 triangles / +5000 vertices
When I look at all your latest meshes, I can say that en entire map could be made with them. I always love the "rustic" kind of map & I would be please to make a map with only your meshes. I truly love them !!!
You have pure talent m8, great job :D
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
When I look at all your latest meshes, I can say that en entire map could be made with them. I always love the "rustic" kind of map & I would be please to make a map with only your meshes. I truly love them !!!
I gave a shot at the Sci-Fi Panel tutorial I just linked. Here is my normal map. The bolts need some work, but you get the idea!
I am still using 2.57b and for some reason I had to place my low poly mesh above the high poly meshes.
I sort of made a cube of it in the editor and applied the "color" map the tutorial suggests to make, just to give it some contrast. After part 2, I will make an effort to do some honest work in GIMP to make it look better.
I gave a semi-honest work at creating a decent looking texture. I am a bit rusty with GIMP, so be kind. Here is the the same sci-fi panel with a diffuse and emessive texture applies.
I know, I know... I didn't fix the bolts by the lights.
I like the extra details, with colour it looks finished. Only thing I wondered about is the specular on metal corners, could use a bit more but that's just personal preference. Good work.
Oh, thats just the very start for the diffuse, there is no spec map yet. Just showing step by step pics. Besides I'm not satisfied with the colors yet but everything is in extra ps layers so it'll be easy to do some quick adjustments.
There is no .fbx importer for blender, that's why you have to use other progs. I'm using the free version of 3ds max. Another way is to use the UDK. It lets you import .fbx files and export the same as .obj which can be imported in Blender. Obj does only support a single UV channel but the UDK can also export the same mesh as .obj just with the second (lightmap) UVs, so you would have 2 models. In Blender you can then join both UV layouts to a single model and export that one as .ase.
Many models don't come with a separate UV layout for the lightmaps. Sometimes you can use the first UV set that's for the textures but in most cases it's better to make a new UV layout. This is already a more advanced task and can hardly being described in a single forum post. But there are several rules to do a good lightmap UV unwrap and I wouldn't mind to explain and illustrate those. It might be a good idea to watch a short and simple blender tutorial first of all.
-- Edited by mAlkAv!An on Wednesday 25th of July 2012 06:23:24 PM
Since few of the bro's here know how to convert FBX to ASE files, I have a request if it's not to much to ask
I would like to be able to do this task specifically only so I won't have to bother everyone with my request each time & I want also to be able to generate the best UV layout possible too
I don't know nothing about Blender or any kind of format conversion but since I see to many awesome meshes that are in FBX, I want to use them myself for my project & don't want to rely on everyone else for that conversion / UV job
Is it ok for the advance users to explain what to do, 2 step by step tutorials. 1 for the conversion & also 1 for the UV layout I want to gather all the necessary info to make a finished / complete tut on that subject after with print screen & such
I would appreciate very much all the help you guy's can give !!!
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Is it ok for the advance users to explain what to do, 2 step by step tutorials. 1 for the conversion & also 1 for the UV layout confuse I want to gather all the necessary info to make a finished / complete tut on that subject after with print screen & such
I will make some instructions for the Blender pathway after my net quota renews (in one week). I can point to some material to familiarize yourself with the interface which won't go astray even for such simple tasks in the interim.
About the file format, I thought Blender was able to open FBX, OBJ just fine & then save the file as ASE. But I understand that for the UV, it's better to start from "0" & that you need to understand the app a bit to know what to do & how to do. Knowing the rules will be very helpful indeed
@Achernar
THX for the help in advance & the link. I will surely able to look at all that in few weeks. My vacations will begin August 6th so I won't map before September, will enjoy summer, so you have all the time, no rush at all
It's very kind of you both to help, so a big THX m8's !!!
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Tears of Steel has been released 2 days ago. This is a short movie created with open source software only, Blender playing a big part since it was also used for all the video effects.