We have already the blender WIP thread, which is very nice, but I thought some guys may be using different progs or just want to show off some nice meshes here.
Since blender is satisfying but not optimal for sculpting I gave Mudbox (Demo 2009) a go. I've ended up with these:
part of a steep cost (highpoly/midpoly/lowpoly)
wooden plank (highpoly)
Edit:
These reference pics are very interesting if modeling anything wood related:
-- Edited by mAlkAv on Monday 5th of September 2011 11:02:59 AM
yeah, it also exist lot of remakes of all halo maps in with the unreal3 engine but lot of em are just conversions with awfull low res texturing...shame because some of thoses maps (bloodgulch n co) are very fun to play is that udk/halo project public? (link?)
Yes, that was the intention of creating a highpoly model out of a low poly from blender, which was a simple rectangle for my first attempt. The Polycount is roughly 2 million :)
The steep cost will get its materials via meshing painting later. In fact it is not that much high poly (1800 polys) if you take the size into account which is like 4-5 times the height of a character. Final results might look similar this:
Oh don't take this too serious. It was just some kind of a personal mudbox feature testing ^^
Edit:
since I messed up the UV layout before sculpting in Mudbox I'll show you only a part of the normal map
Hey mAlkAv!An I think it would be a great idea, A package with rocks/stones/rubble those are generic items which are too dispersed in regular packages. A nice package and nicely sorted rocks/stones/rubble would be neat. Just because it would fit anywhere :D
Hey mAlkAv!An I think it would be a great idea, A package with rocks/stones/rubble those are generic items which are too dispersed in regular packages. A nice package and nicely sorted rocks/stones/rubble would be neat. Just because it would fit anywhere :D
+1 on that
Natural assets like that, barrels, crates, wood plank are always welcomed
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Natural assets like that, barrels, crates, wood plank are always welcomed
+2 on that as well.
I like that rock material. If you could supplie a few materials (even if they are the same "pattern", but with different colors, that could really help.
Odedge, I was planning to deliver all models with 2 different diffuse maps. They will be based on the same tileable textures for the sake of consistency. Apart from that you can always do some basic color and desaturation adjustment in the material editor.
That texture in the screen above was available at a website for free. I forgot which one it was exactly but I'll post a link to it if I find it again ^^
-- Edited by mAlkAv!An on Saturday 22nd of October 2011 01:48:21 PM
I am creating a low poly version of the stone in the picture above right now. What do you think is a good triangle count for such stones that will have an approximate width/length of ~64-96 unreal units?
At the moment I'm at 400-500 tris.
-- Edited by mAlkAv!An on Friday 28th of October 2011 06:19:39 PM
I would reference the stock rocks (do they have any that small?). To me, it sounds a bit high for that size of a rock, but you should ask Steve since he loves to cripple our computers with 1,000,000 polygon per view maps! *Odedge starts running to get a lead*
I would reference the stock rocks (do they have any that small?). To me, it sounds a bit high for that size of a rock, but you should ask Steve since he loves to cripple our computers with 1,000,000 polygon per view maps! *Odedge starts running to get a lead*
Indeed, I use many size of rocks in my maps, there are various small ones. I don't know about the polys number but they do are small. All use them in most of my maps
Odedge, run you... you...you
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I started with an optimizer/polycruncher to get a base for the manual work. 250-300 tris is what I want to reach and I think that's a good balance between performance and visual effect. I'll post some pics if I get this one textured :)
These are a selection of Nobiax meshes converted to ASE format for the UT3/ UDK engine. A second UV map was constructed for light mapping purposes and a custom collision hull was made where appropriate. Most meshes are at 1x scaling.
1. This pack contains the ASE files ONLY! You need to go to the authors website and download his packs. Inside the archive is a ReadMe.htm that contains URL imbedded images to re-direct you to the authors site so you can get the UV texture maps.
P.S. For reference, the first version was posted on Epic forums many moons ago. This new pack brings the meshes of Nobiax up to date as of 17th March 2014
-- Edited by Achernar on Monday 17th of March 2014 01:00:22 PM
These are a selection of Nobiax meshes converted to ASE format for the UT3/ UDK engine. A second UV map was constructed for light mapping purposes and a custom collision hull was made where appropriate. Most meshes are at 1x scaling.
Many many THX bro for converting Nobiax's meshes & generate a proper UV layout & collision model !!!!
I like many of them but didn't download them since they were not in ASE format
Excellent tuto too ! Nicely made !
THX THX THX THX THX THX bro
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.