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created Crash Bandicoot N.Sanity Beach
on 08-22-2011 12:11 PM
Hey everyone this is my first thread, I have been browsing polycount for ages looking at the talent, skill and dedication that is on here and I wanted to show some of my stuff and get some feedback on it.
I am currently working on a little project that I started up a while ago but havent done much on until now, my aim is to recreate the first level of crash bandicoot but with todays level of detail and graphic quality in UDK.
Last edited by AzzaMat; 09-01-2011 at 11:52 AM..
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, triangle,
266 Posts,
Join Date Jul 2011,
Location England, Southampton
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This is a material that I made for some of the props. To make it I modelled a load of bricks in max, I then took this into zbrush and sclupted in some cracks and edge damage, After that I used polypaint to create the diffuse. to create the normal map I baked the hi poly onto a plane. I then took the textures and made them tile.
Last edited by AzzaMat; 08-22-2011 at 12:37 PM..
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, triangle,
266 Posts,
Join Date Jul 2011,
Location England, Southampton
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That is such a charming texture, i dig the colors a lot. I think the tans could almost be browner and more saturated. I want to see it on a plane!
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, veteran polycounter,
4,172 Posts,
Join Date Mar 2006,
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Here you go, this is the material in UDK
Last edited by AzzaMat; 08-22-2011 at 12:37 PM..
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, triangle,
266 Posts,
Join Date Jul 2011,
Location England, Southampton
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This is the metal crate used to trigger some ghost boxes in the level. The shader has a reflection cube on the metal but I used an alpha in the diffuse to make it not appear on the exclamation mark. The background is the sand and dirt material I created.

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, triangle,
266 Posts,
Join Date Jul 2011,
Location England, Southampton
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On seeing it in 3d i think the spec is almost too high contrast -- i expect more of a uniform sheen over the tiles or bricks, the way that only the lighter bits catch the specular makes it look almost metallic. The crate shows the same problem, your colors are very good but the materials aren't quite that well defined.
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, veteran polycounter,
4,172 Posts,
Join Date Mar 2006,
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Alrighty I reduced the contrast on the brick spec and increased it on the metal crate, they look better now =D.

Made some grass... it moves in the wind GO SHADERS.. not that you can see it in this image
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, triangle,
266 Posts,
Join Date Jul 2011,
Location England, Southampton
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This is a wood texture that i'm working on at the moment I still have a few improvments for it. Currently Its just one wooden plank tiled but once its finished it will have different planks to make it more distinct, I will also be drastically closing the gaps between the planks, probably should of referenced for this =/

As much as possible on texturing please its something I really want to get good at, though i'm really enjoying painting stylized textures =D
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, triangle,
266 Posts,
Join Date Jul 2011,
Location England, Southampton
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Hmm for the wood you say they are planks but they look rounded, you need to reduce the amount that the shadows gradate towards the center. These could help a bit:
http://www.polycount.com/forum/showt...24#post1259024
Also for the first texture you showed, the stones, it looks like they are all too noisy and there is just too much going on all over the place. If you smooth some of them out I think that will help your texture greatly.
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, spline,
248 Posts,
Join Date Jun 2010,
Location Pittsburgh, PA
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thanks for this I will make sure to make this change while i'm finishing the paintwork
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, triangle,
266 Posts,
Join Date Jul 2011,
Location England, Southampton
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Updated wood texture on the boat Need to put some nails in it and stuff to make it more planky

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, triangle,
266 Posts,
Join Date Jul 2011,
Location England, Southampton
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Thought I would post an update on the boat. There isnt much more left to do now, just one more base texture then its on to editing

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, triangle,
266 Posts,
Join Date Jul 2011,
Location England, Southampton
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Created the tree, it runs on two materials, one is the bark and the other is the palm leaves

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, triangle,
266 Posts,
Join Date Jul 2011,
Location England, Southampton
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kudos for that plank texture, looks awesome on the bridge, wouldn't recommend reusing it on the boat, doesn't really fit there.
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, dedicated polycounter,
1,644 Posts,
Join Date Sep 2009,
Location Sweden/Malmö
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bridge? there is no bridge =P
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, triangle,
266 Posts,
Join Date Jul 2011,
Location England, Southampton
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So I created a fern using the palm tree foliage and created a shader that changes the colour of it according to a custom colour pallet. I thought it might be something that people might find useful so I wrote up a quick tutorial.
Link to development blog
http://crashbandicoothd.blogspot.com/
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, triangle,
266 Posts,
Join Date Jul 2011,
Location England, Southampton
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Forgot to add this

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, triangle,
266 Posts,
Join Date Jul 2011,
Location England, Southampton
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screen grab of the environment so far.. still got a lot to do =P

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, triangle,
266 Posts,
Join Date Jul 2011,
Location England, Southampton
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WIP Aku Aku still got a load of texturing to do

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, triangle,
266 Posts,
Join Date Jul 2011,
Location England, Southampton
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does anyone have any tips on doing stylized feathers?
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, triangle,
266 Posts,
Join Date Jul 2011,
Location England, Southampton
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Hey AzzaMat, thanks for sharing that shader stuff. I have a question about it though.
I wanted to use this shader to create some variation in the grass alpha cards like you did for the ferns. I have a problem though, the color only seems to change on the side that the light is hitting the mesh. The back of the cards that are in shadow stay the same color as the original texture.
Do you or anyone else have any idea why this is happening? Thanks.
Also I am a huge fan of crash bandicoot so I am really looking forward to seeing you finish this. 
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, triangle,
370 Posts,
Join Date Feb 2011,
Location Ohio
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My guess would be that you have plugged in the texture sample into the emmisive as well, this means that your texture is essentially bypassing the other shader work giving you the original texture on one side. if you want to keep the emmisive channel then i suggest you make it look like this

Hope this helps =D
Last edited by AzzaMat; 08-28-2011 at 04:58 AM..
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, triangle,
266 Posts,
Join Date Jul 2011,
Location England, Southampton
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very nice grass texture
use Lighting Model: MLM_NonDirectional
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, vertex,
33 Posts,
Join Date Dec 2009,
Location Germany
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AH Thank you Hellfire!!!! that was it!
Also I'm going to try out what you said too AzzaMat.
Thanks guys.
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, triangle,
370 Posts,
Join Date Feb 2011,
Location Ohio
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Just a quick update on Aku Aku

Last edited by AzzaMat; 08-28-2011 at 09:26 AM..
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, triangle,
266 Posts,
Join Date Jul 2011,
Location England, Southampton
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