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calculating Pi by hand

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Following stevie's suggestion :)

I will collect all stuff and links in this opening post.

The thread itself is related to anything I am working on at the moment.

 

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Assets:

3 Fern Models + Material / Download



-- Edited by mAlkAv!An on Tuesday 17th of April 2012 01:24:00 PM



-- Edited by mAlkAv!An on Wednesday 6th of June 2012 10:34:02 PM

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calculating Pi by hand

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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...

 

asteroid_3_screen_1stf3b.png


-- Edited by mAlkAv!An on Wednesday 9th of November 2011 09:58:34 PM

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Connoisseur of Bourbon!

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Good ta see ya start a thread to plug ya quality wares M8!

Cheers for the model M8, looks tops!

Can't wait to use ya asteriod models in a map!

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nice thread m8, very usefull, thx

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Great, I'm happy you followed my suggestion biggrin

Also. the first post would be better if you post a pic of the "stuff" just under the description / link wink 1 pic is like a thousand words aww

The last asteroid are looking very nice, great work biggrin

Dunno but... for the thread title I feel like it's very close to my homepage smile



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calculating Pi by hand

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Some WIP screenies of my latest stuff

 

4 procedural stone models

 

and one stone map of the upcoming package #2

 

 

 



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Looking good Malk. It would be interesting to know how you go about creating rocks like that. wink

The stone map is looking very nice.  Are you using a simple "base" textures for it, like a stone and dirt texture with some fancy material magic?



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simply awesome, good job m8

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Amateur UT mapper

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Really nice job Malk (hope you don't mind me calling ya that?)

Those procedural stone could use some more definition on edges - sort of like

1038869123168_rocks.jpg

The lightened areas you see here.  The tricky thing is painting it on, do you have a graphics tablet, that would help alot for this sort of work.



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Achernar wrote:

Really nice job Malk (hope you don't mind me calling ya that?).


 He doesn't have a choice now!  Hahahahaha..... sorry.



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calculating Pi by hand

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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 ^^



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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Odedge wrote:
Achernar wrote:

Really nice job Malk (hope you don't mind me calling ya that?).


 He doesn't have a choice now!  Hahahahaha..... sorry.


 Rofl^^



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Very very nice M8!
You've been working on some stuff that will work well in my upcomming maps!

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calculating Pi by hand

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Good to hear this, let me know when you need the asteroid models smile

I just finished a grass texture today. The leaves are too thick but I couldnt find a better source picture so this one has to do the job...

 

 

And heres again an older screeny of the stones



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Feedback-Master ..

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The grass is looking very good. Can you post a wire frame shot of one of the grass pics?

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Love it !

Looking damn good m8, both grass & rocks :)

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Amateur UT mapper

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Those stone have turned out very well and the grass looks very lush.

Good work.

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calculating Pi by hand

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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.

http://h11.abload.de/img/gras_udk_13iok99.jpg

http://h11.abload.de/img/gras_udk_148okqn.jpg

http://www.abload.de/img/grass1_tex_diff18c0pcv.jpg

-- Edited by mAlkAv!An on Sunday 11th of December 2011 12:23:16 AM



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Feedback-Master ..

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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?

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Looking superb Malk!

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Lord_PorkSword wrote:

Looking superb Malk!


 +1...



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calculating Pi by hand

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Odedge wrote:

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.

http://h9.abload.de/img/gras_udk_15ioylk.jpg

 

 

 



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nice density, looks very "hairy" compared to all what i saw for now! stock grass often look like a BFG baldy head

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Feedback-Master ..

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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.

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calculating Pi by hand

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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.



Also here's the second package of tileable stone maps: http://oliverm-h.blogspot.com/2011/12/tileable-maps-stone-2.html



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Feedback-Master ..

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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. wink

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

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lol... i dont understand a thing to all thoses setting but thoses stones textures are looking very good

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calculating Pi by hand

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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

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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.



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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

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I've also got a Bamboo tablet somewhere...but like the Uncle...I'm sh1thouse at drawing and draw better with a mouse(and photoshop styles). ;)

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Hey Thanks Malk for the second pack! They look very cool and will come in handy for upcoming projects. biggrin



-- Edited by Achernar on Wednesday 14th of December 2011 08:41:48 AM

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Shameless plug for one of your stone textures Malk! biggrin

Unreal.jpg

Turned out very nice so cheers for creating it!  

I might play with the height map but still kinda deciding if I like it as is! aww

 Makes the stock ground texture look kinda crap compared to yours! (before yaz comment, yes the ground texture is overstreached ashamed )

Maybe I should harrass you for some kind of ground texture similar to the stock one shown in the pic, but worked with your magic!  confuse


 



-- Edited by Lord_PorkSword on Wednesday 1st of February 2012 11:42:16 AM

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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

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calculating Pi by hand

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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.

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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.

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awesome walls, this underground picture is more scaring day after day...i quite pissed in my pants this time...lol^^^Good job!

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Digging the walls LPS/Malk....

They are much nicer looking and give the hallway and more "rough" look to it.



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calculating Pi by hand

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I'm somehow too lazy to update the OP (-> html yawn)  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).

 

[How-To] use Vertex Colors to blend between 7 textures (UE3/UDK)

[How-To] use Blinn specular reflectance for UE3 materials

[How-To] use Minnaert diffuse reflectance for UE3 materials

[How-To] use Oren-Nayar diffuse reflectance for UE3 materials

 

-- Edited by mAlkAv!An on Tuesday 28th of February 2012 10:51:00 PM



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Excellent, Cheers!

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+1 !!!

THX for sharing m8 :D

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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unstoppable!... thx

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Bl!tz wrote:

unstoppable!... thx


 GODLIKE!

 

Sorry, had to. Bad UT habbit. :P

Thanks for these links Malk! biggrin



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concrete barrier model ready for free use, http://www.mediafire.com/?ui8oug4bvx70wwg

[Free 3D Model] Concrete Barrier



-- Edited by mAlkAv!An on Wednesday 4th of April 2012 12:18:21 AM

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Awesome mesh smile

THX a lot once again m8 biggrinwink



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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stevelois wrote:

Awesome mesh smile

THX a lot once again m8 biggrinwink


 ....+1....cant find better words



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+2 to that!!



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Malk, updating your first post would be a good idea m8 héhéhé smile

I don't see everything atm wink



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calculating Pi by hand

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I quote myself on this wink

mAlkAv!An wrote:

I'm somehow too lazy to update the OP (-> html yawn...


 

On a more serious note, I will do when I have some time, probably next week. Though I might drop the thumbnails (for everything but the assets).



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lol! ...+.+

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