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...
-- Edited by mAlkAv!An on Wednesday 9th of November 2011 09:58:34 PM
Odedge, yes I am using again 2 base textures from the UDK sample content. Nothing very special in the material - it uses a normal, height and ao map.
The blender workflow is as follows: - starting with the cube - add a subsurf modifier (should be at least 8 or 9 levels) -> sphere with quads only - add a displace modfier for the basic shape / i use the 'voronoi' texture with some adjustments for this one - add a second displace modfier for the surface noise / i use the 'clouds' texture with some adjustments for this one - give the model a specific shape of your choice by moving the cubes verts around = high poly is done
- add several decimate modifiers (ratio 0.25) to cut down the tri count to 300-400 - make manual adjustments to get rid of unnecessary polys and odd looking spots - uv mapping - baking maps = ur done :)
Achernar, you are completely right. I did this for one stone but those textures are not yet finished (in fact one stone uses a solid color as diffuse ^^). I do the texture painting and map baking in mudbox and it's ok to use the mouse, but of course a tablet would give really good results.
Oh and no prob for the name, even my email is malk@hotmail ^^
Thanks alot guys. Some fo the stone textures are not yet final (most of the details coming from the normal map) but since my razer mouse broke some time ago I can not do any serious painting until I get a replacement :/
Odedge, heres a wireframe shot (which is quit confusing) as well as a blender screeny.
That's what I figure it would look like, at lot of turquoise!!
What's so special about the razer mouse, don't you need a "tablet" of sorts for fine details?
Well, I have only a very cheap crappy 5$ mouse now... it's ok for using these forums but for more than this it sucks. Another proper gaming mouse would be ok too but I still have warranty for the razer.
In a real gaming environment you will usually add less models but for any kind of showcase its ok. In fact it's not the triangle count but the alpha masking that is killing performance.
Here's another screenshot showing the wireframe. In this little scene there are 400 grass models with 8 tris each.
A $5 mouse, not on these forums... we have standards. I see what you mean about having a cheap mouse. Given your modeling/texturing interests, maybe picking up a basic tablet (I have a Wacom Bamboo), might help you out. Granted I have rarely used mine, but that's because I haven't done a lot of texture work.
That grass looks nice and maybe in 10 years we can have an entire map with that kind of detail, but I see the alpha mask being an issue more than static mesh count.
In fact I have been looking for a tablet but the only wacom that I would afford has a quit small workspase of ~15x10cm (5.9x3.9inches). Can you tell me if this might be enough?
I will do some testing regarding FPS and optimization these days. For now I only tested the grass with my office rig which has only a low end gfx card inside. Bit I think as long as the grass casts no shadows (it does on the screenshots above) frames per second should be acceptable.
Like I have said before, I haven't used it much. The smaller area should be fine as long as you don't need to make a long/continuous "stroke". If your doing small edits and don't mind scrolling a bit more, it should work fine.
I will add the link to my resources page. At first, I was wondering why some of the textures looked funny, but reading can really help you understand things.
The blend files, are they used like a "supermask"? Using a LERP expression and using the mask to decide where each material will go?
-- Edited by Odedge on Monday 12th of December 2011 12:36:01 AM
Odedge wrote:Like I have said before, I haven't used it much. The smaller area should be fine as long as you don't need to make a long/continuous "stroke". If your doing small edits and don't mind scrolling a bit more, it should work fine.
Ok, thanks. Perhaps I'll get one after christmas. Btw, which wacom do you have exactly?
Odedge wrote:The blend files, are they used like a "supermask"? Using a LERP expression and using the mask to decide where each material will go?
Yes, just plug the blue channel into the lerp nodes' alpha if you want to use 2 textures.
@Blitz: I also added a material setup screenshot to the package for better understanding.
-- Edited by mAlkAv!An on Monday 12th of December 2011 01:04:39 AM
mAlkAv!An wrote:Ok, thanks. Perhaps I'll get one after christmas. Btw, which wacom do you have exactly?
Wacom Bamboo. I got it mainly for custom texture work, but haven't really done any. My sister has the bigger tablet, but she does a lot of flash and art work.
lol i have the same wacom bamboo and like u i havent use it to much (i found me equally accurate with my mouse but i m sure that with some trainning the tablet is way better), nice tool though
Malk, If you're up for the challenge of creating a texture similar to that stock one, I'd be keen for that over tweaking the Epic one! Yes the epic one is just some stones and dirt.
FYI, on ya material, I'm using Texture2D'UN_Terrain.Dirt.T_UN_Terrain_Dirt_03_S' and Texture2D'UN_Terrain.Rock.T_UN_Terrain_Rock_02_D' as the texture samples.
Sly, Ask away with any Kismet queries when ya ready!
-- Edited by Lord_PorkSword on Wednesday 1st of February 2012 01:06:17 PM
Haha nice one. I intended to use this one as floor tiles but they don't look bad on the walls neither.
The ground texture is basically dirt/soil with several stones here and there? If you can export the stock texture I could tweak it with "my magic". But I can also make a new one.
woot, great you took my advice and chose a wall material that resembles the original more/looks more like your ceiling material, looks really great. The construction on the ceiling looks really great, good job! *rises thumb* Now that my Vortex Rikers is almost done (now that I just have to do the events and some custom materials and I will start begging for help in a few Kismet related things like music triggers/events) I can start thinking about Ny Leve too.
I'm somehow too lazy to update the OP (-> html ) so here's a list of some material tutorials. The first one deals with vertex blending and might be interesting for the UT3 folks. The other ones deal with custom lighting solutions as an alternative to the default lambert diffuse reflectance and phong specular reflectance (I have already implemented to more reflectance models but no tutorial up yet).