Thanks u guys for all your kind comments
That is really motivating to see that you liked it.
I would love to put this for download, but I think that it would be unfair towards students who paid to attend the class… So I think I need to preserve some restrictions on the scene content access.
Even tho it is my scene it was still a material for the classes.
I’d love to share more info, but I’ll probably do it next time after finishing my own scene independently.
I hope u guys will agree with me ;)
However, I think if I show just few images it won’t hurt.
Apparently there is not that much to it, since the idea was to have as simple assets as possible.
I am not using zbrush (my bad, but I was learning it and it was ok, but I didn’t need to use it since then, so I forget anyway ;p ). So it is totally zbrush-free environment.
Most of textures r photosourced and crazybumped. Sometimes photo source was combined with partial detail bakes in max (some architecture details and borders).
Here r samples of main architecture textures:
and few wires for some of modules:
In general there were around 8-10 “non damaged state” modules for architecture parts plus 2-3 “damaged” versions for each.
I’ll post few more images later on, its just quite late now here :P
@d1ver – thanks dude, I quite agree with your suggestions. Green does feel bit uniform. And I definitely did not do any “dynamics” in the enviro cauz there was no time for this during the classes, and in the end I just wanted to finish it and not stick to it for too long ;)
The sky was quite fast one too, the focus here was more towards “grounded” stuff, but u r right about the cloud :P
Well, now I have something to aim for the future works ;) I still need to research those cool new animated enviro features that pop recently for UDK…
@ Xoliul – ty
Well, the workshop was held “locally” in Montreal. Unfortunately there was no on-line version available. Maybe next time… However, Fred received a sad notice that everyone from the building where he rents the space for GameArtisans Montreal will get evicted in Sept So it is really unclear if he could re-open the place anytime soon because it would need significant money once again :P But I hope for the best…
But if another workshop will happen in the future I’ll post the info on PC of course.
@ LoTekK - lol, capturing and uploading vids seems to be not my friends :P I dunno if I need to do something special to make it in higher versions than 360.
I agree with your feedback that there could be some more “special” details, but I was quite tired recently after vertex painting all that stuff :P
@ yubbie - I glued the arches for the sake of silhouettes and composition ;)
@ ambershee – I see your point. Agreed, it does not have any drama here, but I was actually more targeting towards some sort of “regular” location as if in some MMO. It was actually more done as an example of “one of many” layouts that can be done with relatively generic modules.
@ sltrOlsson – thanks
yes, I used some vertex paint. I think only architecture pieces have vertex blending using vertex color AND grayscale mask, but stuff like stones, tree trunks and terrain use just simple vertex blend, no fancy nodes for those :P
@ synergy11 – all is modeled directly in low-poly and textured in the “old school” way. As mentioned above, some hi-res bakes were done but only for some texture details.