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
I was wondering if you where still working on those awesome mesh ?
I would like this kind on mesh in a CTF map which I saw a concept on devianArt so I thought I may ask if you plan to release them ?
BTW, I add your new concrete barrier in my Mégane map & I must say it's top quality work m8 ! :D
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
And where did you found those "smilies" !!!!!!! :p
Nope bro :p
In fact, it's a pic I've saw while browsing one of my favorites members that I just didn't notice before, dunno why I just overlooked the pic & I think it could be an awesome CTF map. It could be done with the stock rock meshes but Malk meshes are much better looking hihi :D
I'll try to find it once more lol
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
stevelois wrote:I was wondering if you where still working on those awesome mesh ?
I would like this kind on mesh in a CTF map which I saw a concept on devianArt so I thought I may ask if you plan to release them ?
BTW, I add your new concrete barrier in my Mégane map & I must say it's top quality work m8 ! :D
Hi, still have it on my hd. The normal map is a bit messy and it's not yet textured but its there. Also the workflow for such asteroids relatively fast.
Steve, perhaps you need another version of the concrete barrier? I was going to make one without the bullet holes and one without any damage at all - just for more variation.
So, if it's not to much work left for ya & you have the time, it will be very helpful in the upcoming months :)
For the barrier, variation is always welcomed :D But the way I place them, it doesn't look repetitive at least. Ho and very good job on the UV's too :D
Since you will end up with 3 models, a concrete barrier pack would be awesome !?
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
It describes a method to get rid of repetitive patterns of tileable textures like on terrains/landscapes. As usually UT3 receives a special treatment :p
superb mate, what size is this? (not sure if it s a bot that i see standing on one of the rocks....lol....might be one of my old eyes trap though) u really succeded to give a nice feeling of "survivance" to thoses "stones"...all thoses impacts/craterias do their job, i wish i had something like that under the hands when ve ve build phobos moon remake
did u try to apply this texture on UT3 stock cliffs? good job
-- Edited by Bl!tz on Sunday 7th of October 2012 03:55:07 PM
Sorry, since the mesh color is greyish + based on the previous pics in Blender, I didn't thought that a material was applied ! But yep, the material is really detailed, well done :D
Would you mind to make a more brownish material with a bit less details, something like the UDK stock rock meshes ?
I would love to use them in another natural type map :o
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
hey Malk.....imo if u can it would "complete" the pack to add a big sized sphere and semi-sphere with this kind of texturing (craters and co) it could be very handy for asteroid themed maps....just an idea
hey Malk.....imo if u can it would "complete" the pack to add a big sized sphere and semi-sphere with this kind of texturing (craters and co) it could be very handy for asteroid themed maps....just an idea
+1
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
yeah the half sphere for background (same kind of deco as morpheus bottom halfshpere or morpheus moon at the top) ....and the sphere for same functions but with animation options (rotation on itself or around a planet)
I agree it's somewhat technical. If you ever tried to create a huge terrain whose material(s) should have had more than 12 texture samples (at least LPS should know :)) you'll find this is a nice way to bypass the limit.
Lol this is cool way of thinking, i have used a normal for noise before and done many other things, but never thought of the benefits until the laid them out clearly - :) Thanks for this clear thought process.