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This is looking great so far! I personally didn't enjoy the PSO series, but I was thinking about doing the same thing with Phantasy Star II, III, or IV assets. I'll be watching this one for sure!
Red Dye #5 is not an essential nutrient.
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, spline,
224 Posts,
Join Date Oct 2007,
Location London, Ontario.
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I'm so glad to finally see some love for the Phantasy Star series and I highly encourage you to keep up. I like how true the remodels are to the originals and how they haven't fallen victim to the unfortunate design/re-interpretation trends of recent years.
I'd of course love see some CAVE 2 and RUINS going on.
Great work.
If you delve into the awesomeness that is the earlier Phantasy Star games I hope you are as faithful in the translation.
Last edited by IAmTopper; 01-18-2012 at 01:31 PM..
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, null,
20 Posts,
Join Date Nov 2010,
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Thanks, I'd like to see more PSO stuff myself, but for now I'm enjoying working on this set of assets.
Here's where I've gotten with the gate texture. Same basic effect as the teleporter with red meaning closed and blue meaning open, as is PSO tradition.
Edit: shot of everything so far

Last edited by Axios; 01-18-2012 at 09:32 PM..
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, triangle,
284 Posts,
Join Date Aug 2009,
Location Kirkland, WA
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Anyway we could see whats going on in the materials for the wall effecty thing? please? they look super great
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Hey Axios, these are looking really nice, but I have a question concerning the uv job of the box. Is there a specific reason that you cut out the face thats in the bottom left from its frame? it seems like you could have had it in the shell in the top right, leaving more room for a few more unique corner pieces, or whatever else you want less mirrored.
So something like this:

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, triangle,
432 Posts,
Join Date Jun 2010,
Location Burlington, Vermont
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ChrisPerr - There really isn't much to see. The main beam part is just this mesh and texture:
The material is additive and multiplies a color onto it. Then it is emitted through a mesh emitter in a particle system. The vertical streaky parts are another emitter in the same system, but they're just basic sprites. This is the first real thing I've done in cascade so I doubt I've done it as efficiently as possible.
darbeenbo - Well, that face is a separate plane so its UVs are a large square. I suppose I could have put it where you suggested and had it work, though it'd require some cleanup due to odd overlapping UVs, but frankly it just didn't occur to me as I was laying it out. I also question how much I could have gained by having unique corner pieces and such. Oh well, I'm not too worried about it, but thanks for the suggestion. I'll keep an eye out for stuff like this moving forward.
Last edited by Axios; 01-19-2012 at 12:07 PM..
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, triangle,
284 Posts,
Join Date Aug 2009,
Location Kirkland, WA
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Cool, yeah, I was just curious. Having the unique corners or whatever wouldn't really be a noticeable addition, but for other objects it might be an option. It would require a bit o' cleanup, or at the very least separate bakes. In this case I would bake the flat plane ao first, and then the frame part as a separate pass to put on top.
In any case, top notch work in here. Keep it up.
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, triangle,
432 Posts,
Join Date Jun 2010,
Location Burlington, Vermont
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Not much to see at the moment, but I started on the blockout for the console today. It's pretty straightforward at the moment because the texture of the original one is the most descriptive of form so far. The center console is separated into two separate pieces, front and back, because the two sides are supposed to slide open and closed.

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, triangle,
284 Posts,
Join Date Aug 2009,
Location Kirkland, WA
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0_0
So awesome man.
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, polygon,
542 Posts,
Join Date Jan 2011,
Location Raleigh NC
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Awesome stuff man, Keep it up.
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, dedicated polycounter,
1,411 Posts,
Join Date Feb 2010,
Location Champaign, IL USA
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So many accurate re-creations.I love it man.mOAR!
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, triangle,
399 Posts,
Join Date Nov 2010,
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Your texture work is incredible. Any insight as to how you go about that?
I imagine reference, reference, reference, but that's a given.
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, polygon,
647 Posts,
Join Date Jul 2008,
Location San Francisco, CA
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Really loved PSO so this is awesome to see even apart for the great quality you're getting too!
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, vertex,
42 Posts,
Join Date Jul 2010,
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This stuff is fantastic! The details in your high polys is awesome!
and your textures are stunning!
Awesome job man!
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, polygon,
691 Posts,
Join Date Feb 2010,
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You are my friggin hero! I still think of this game often
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, null,
5 Posts,
Join Date Aug 2011,
Location Seattle, WA
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Thanks for the coomments everyone!
tristamus - I'll try to post more progress as I go through texturing this next asset, but generally I get as much detail as I can from my high poly to push the texture through occlusion and cavity stuff, and then in painting I just focus on wear and tear. Basically then it's just erasing paint for scratches and chips and then play with colors for undercoats. Other than that, it's mostly adding in some basic noisy overlays I've painted.
So with this console, I wanted to work on incorporating zBrush more fluidly into my workflow. Because of that, I feel as though I got carried away with dents and scratches in some area, but no matter, I think it'll still work out.
Lowpoly to come, eventually.
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, triangle,
284 Posts,
Join Date Aug 2009,
Location Kirkland, WA
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You hit a soft spot of mine, this was the last game I played co-op with my brother before he lost interest in video games. I would suggest trying to utilize a bit more UV space.
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, polycounter,
1,171 Posts,
Join Date Sep 2008,
Location Seattle, WA
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looks awesome but why did you make the orange corners unique (uv wise) but texture them all the same?
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, polycounter,
981 Posts,
Join Date Feb 2006,
Location Aachen, Germany
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great models, agreed about uvw's though. there's bunch of stuff that could use overlapping/mirroring with no visible quality loss.
also, the scratched metal seems a bit bright on your diffuse.
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, polygon,
668 Posts,
Join Date Oct 2011,
Location Wroclaw, Poland
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Thanks guys, I'll be more judicial with my UVs as I go.
SimonT - That diffuse was just a UV layout suggestion by darbeenbo. My map is on the first page and all the corner pieces are overlapping. Though clearly I could have done a better job with efficiency there.
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, triangle,
284 Posts,
Join Date Aug 2009,
Location Kirkland, WA
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[QUOTE=Axios;1491123]
Goddamn! So faithful and so well executed. I agree you went a bit crazy zbrushing that last asset but this crate is so well done.
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, Banned,
5,305 Posts,
Join Date Dec 2008,
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Alright, I've gotten the lowpoly and bakes done for the console now. It's sitting at 2708 tris, backside included with a 1k map, at least for now.
And here is my UV layout this time:
Thanks for the criticism everyone, I'm trying to absorb as I go and I know I've already improved my process during this project.
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, triangle,
284 Posts,
Join Date Aug 2009,
Location Kirkland, WA
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I've been slacking on this for a couple days now, but I'm getting back at it now. But I have been fighting this problem with my specular. I'm not seeing any specular seems but it does look very blotchy after I bake.
There are my lightmap UVs and there are no overlapping or flipped faces there. There are flipped UVs in my UV 0 channel though, if that has an effect. And cranking up the resolution of the map did not improve things. Does anyone know how I can fix this or at least improve it?
All I've done on the texture so far is throw down some base colors, no spec. I also cleaned up the normal map some in terms of erasing some of the bigger dents that don't mirror well.

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, triangle,
284 Posts,
Join Date Aug 2009,
Location Kirkland, WA
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really nice baking  Hope you can get more done, going great!
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, triangle,
450 Posts,
Join Date Sep 2010,
Location Netherlands, Hilversum
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Really impressive stuff you have there, looks awesome !! Good work!
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, vertex,
33 Posts,
Join Date Dec 2011,
Location Canada
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