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Support Column A it is then.
@Mark & Oobersli - SHUT UP IT LOOKS AWESOME..... No I totally know what you mean lol, I just kinda started throwing pieces down there to give an idea of how things would look after being arranged and under some test lighting.
That links pretty cool I really appreciate it. I've never seen wood supports like that inside a brick structure before, it's really cool and is giving me some more ideas. I'll start playing around with some underlying support layouts.
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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
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Block ins block ins block ins.
Testing some of the lighting ideas and playing w/ exponential height fog instead of the standard height fog to get some different colors out of said lighting.

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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
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Dunno about the lighting that is in place. The construction of things looks good though. I'd still like to see a support layer between the wood beams and the tiles. The pillars look good though for what you have now. Keep winging it!
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, veteran polycounter,
2,921 Posts,
Join Date Oct 2004,
Location Orlando, FL
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Agreed, the lighting is odd, like I'm holding some 3D glasses out in front of my face. The layout is coming together nicely though!
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, dedicated polycounter,
1,596 Posts,
Join Date May 2009,
Location San Diego
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Yeah, lightings pretty fuggly I agree.
Working on the Vertex painted walls and I'm going to play w/ the lighting more.
I'll post a full scene shot later this week, for now you get the 3 materials being blended. I'll probably throw a world position cloud, detail normals and if I can get a working up vector to mask off sand between cracks then I'll do that also. I'm only using 2 Channels at the moment so I've got room for it.

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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
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Hey man, nice progress!
I see you blending 2 normal maps to show some decaying, but there's no change in diffuse which could be a waste. Maybe you could use this vertex channel to add some subtle grime and wear too, thus introducing more color variation? because now it's looking pretty monotonous.
Anyway nice to see tings shaping up. Keep it coming, man 
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, dedicated polycounter,
1,412 Posts,
Join Date Jan 2008,
|
Thanks, you're right. I switched to just the normal maps for now. I'm playing around with progressively more gritty textures to get some more color out of it.
I updated the normal map to get rid of some of the perfect straight lines in the and a weird tile also. Pics with the floor and wall re-texture to come later.
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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
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Hey good stuff comihg out of here, Love the idea, but have you thought about flipping the foreground to the background, or moving the camera forward it just looks like it is far away from all the action?
Like the lighting as well, looks yummy!
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, spline,
142 Posts,
Join Date Nov 2010,
Location Orpington
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Thanks, Sharvo. I'm working on something like that, trying figuring out some angles and materials so the pillars can become transparent when you get the camera close to them.
But for now, you can look at my floor. Once I get the sand in the scene I'll go back and make a height map to lerp in some sand between the cracks.

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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
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The value of the wood and the tiles is really similar. I would work on making those not so close. Otherwise it's hard to see much cause the camera is pulled so close for these shots. Looks like progress is being made.
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, veteran polycounter,
2,921 Posts,
Join Date Oct 2004,
Location Orlando, FL
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Working on making those wall textures really pop.
Thoughts?

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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
|
Its looking good, though maybe some colour variation between the brick surface and the worn exposed areas beneath might break it up some more and help it pop.
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, spline,
168 Posts,
Join Date Aug 2009,
Location England
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Color variation definitely needed. Also the edge of the brick (at the bottom) needs some chipping.
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, veteran polycounter,
2,921 Posts,
Join Date Oct 2004,
Location Orlando, FL
|
Here's roughly where I'm at. I still need to do a lot of work, but its getting done. I'll finish the arches I just remodeled thanks to some tips from Makkons Curved Arch Tutorial.
I really need to get started on those bells. Maybe I'll do that today.
Things to do (mostly for me)
• Finish Arch High Poly and Texture
• Model and Texture Bells
• Finish Pillar Textures
• Get Normal Maps for Sand
• Finish Broken Wall bricks to get rid of hard edges.
• Height Map for ground tiles to get sand vertex painted
• Fix Sky Dome
• Foliage
• Trouble Shoot Decals not showing up on walls
• Play with lighting and Post Process Chain

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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
|
in your Reff you had sand falling. I think a particle effect where that happened would be sweet maybe build up on the bells. also just a thought but I have been using this method of baking lightmaps. I only sticking the lights at the top creating a "crappy light rig" I call it my dust rig. and I bake the lightmap and use it in a lerp expression.

you can probably use this everywere such as the brick. just Stick it in a spot earlier in the expression before you hit the vertex paint.
Last edited by dudealan2001; 04-08-2011 at 06:46 AM..
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, polygon,
505 Posts,
Join Date Apr 2009,
Location AZ
, polygon,
505 Posts,
Join Date Apr 2009,
Location AZ
|
Haha, thanks for the link but I'm waaaaaaay ahead of ya >_>. The pics a little too low for me to break it down but I've got an Upvector vertex blend working thanks to a friend of mine helping me figure it out.
I'm completely redoing my bricks, they didn't fit well in the scene so I'm redoing them. Pics soon.
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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
|
Looks good man. Can't wait to see the new brick material.
The two different arches next to each other seems off. I imagine one would be on the ground and the other would be above it.
Also more cool colors and then some accent colors. Maybe banners or flags hanging.
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, veteran polycounter,
2,921 Posts,
Join Date Oct 2004,
Location Orlando, FL
|
an up vector would do the same thing. I guess I should have only zoomed into right after the add section. but basically texture A in the lerp is the diffuse and Texture B is the dust then you use the lightmap as the blend and clamp itfor a nice hard line. but like I said the up vector would do the same thing I just remember the expression for the up vector and it was a bit much to comprehed. But anyways Cool Stuff
btw updated the above image
Last edited by dudealan2001; 04-08-2011 at 09:18 PM..
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, polygon,
505 Posts,
Join Date Apr 2009,
Location AZ
|
This is looking really, really good! Love the intruding sand and the sun! We need more sunny levels!
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, line,
54 Posts,
Join Date Mar 2008,
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This is looking sweet! I love your wall textures. Are there any tutorials that demonstrate how to setup a material like that? I understand the vertex blending part, but I'm still a little confused on how you are blending in the damage.
Alex Engelmann - Portfolio Looking for an environment artist position.
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, line,
93 Posts,
Join Date Aug 2007,
Location Minneapolis
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"OUTSTANDING"
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, vertex,
49 Posts,
Join Date Aug 2010,
|
Thanks guys, I appreciate the kind words.
Blot1234: the key is layers and making sure your bricks all line up as if they were laid exactly in the same spot. Hope this helps.
First tut I've thrown together so sorry if it's a little vague.

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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
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