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WOw so much detail. I really love the transporter. How long did it take you do model the transporter? really love the box too
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, spline,
195 Posts,
Join Date Dec 2010,
Location Vancouver
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The teleporter took me a few nights of unfocused work, so maybe 7 hours? I'm terrible at estimated personal projects since I rarely buckle down and work for extended periods. On that one though, I remember struggling with a few areas such as the wire coil and the gold block things simply because I was trying to make sense of very vague details from the reference.
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, triangle,
284 Posts,
Join Date Aug 2009,
Location Kirkland, WA
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ya i can see why. Really detailed tho. Its like something I would see in zbrush. For all your highpoly work, did you use zbrush or did you just model it in maya.
Also for building your low poly. Did you retopo or you just used the same mesh, but just delete/ wield edges. Like working in reverse.
I can never bake that good normal maps in xnormal. What is ur settings?
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, spline,
195 Posts,
Join Date Dec 2010,
Location Vancouver
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the issue with your lightmap is just likely because of all the seperate pieces you've got overlapping in many places. If you kept things welded together really agressively this issue would be subdued. check UDN here for their lightmap instruction stuff. http://udn.epicgames.com/Three/LightMapUnwrapping.html the point near the bottom where they cover building a crate out of one solid piece of geo is similar to the problem you're running into. thought your higher res lightmaps should help, sometimes with so many chunks it still has trouble (dunno why though, logically). I see you sitched together more elements to get it cleaner. Try maybe leaving less of a gap in between everything. Sometimes I've packed things really tight and still had it render better (more seams possibly, but sometimes that depends on lighting too) then when leaving lots of padding. Errors can be likely, dont get me wrong, but at least you'd have more space to render the form, which seems to be getting destroyed here.
Keep it up though! these are looking really great and making me super nostalgic!
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, vertex,
42 Posts,
Join Date Jul 2010,
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Iciban - I didn't use zBrush on the first few assets including the teleporter, but I did on my current one, though I overdid it. For the low poly I save out the mesh before I add control edges and small details so I can go back to it later and optimize that rather than my finished high poly. However, this does require me to rebuild parts from time to time. As far as baking goes, it's just a lot of trial and error. I explode everything and do test bakes to find out where I should put hard edges and UV seams and try again. In the end I normally end up putting a couple maps together in photoshop.
danjohncox - Bah, I was hoping for some better news. I'll have to play around with my lightmap UVs and the packing to try and get the best I can out of it. Thanks for the info.
Tiny update for now, just started work on painting details, still no spec. I don't know if I'm just kidding myself with that hex pattern or not.

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, triangle,
284 Posts,
Join Date Aug 2009,
Location Kirkland, WA
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man these are some kick ass !
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, polycounter,
797 Posts,
Join Date Nov 2009,
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Man, these are just awesome! I wonder how easy it would be to mod Blue Burst to run with these models instead of the originals.
I was wanting to find time for a project similar to this, but remaking my characters from the original PSO with the designs from the screenshots of characters from PSO2.
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, vertex,
34 Posts,
Join Date Nov 2011,
Location Michigan
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Awesome models! Both bakes and textures look great.
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, spline,
104 Posts,
Join Date Oct 2011,
Location Belgium
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Whew, late night. Finishing up the textures on this now. Next I'll work on it in UDK and get that beam effect going on it.
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, triangle,
284 Posts,
Join Date Aug 2009,
Location Kirkland, WA
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Wow love what you have got here!
The last asset seems more desaturated or something compared to the other assets though.
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, polycounter,
1,100 Posts,
Join Date Sep 2007,
Location Widgee, Australia
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Anuxinamoon - Thanks, I bumped up the saturation just before taking that last shot, perhaps I should do some more. I'll see how it looks when I get all these things together.
Simple construction shot

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, triangle,
284 Posts,
Join Date Aug 2009,
Location Kirkland, WA
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Do you have a tutorial on how do make beams in udk?
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, spline,
195 Posts,
Join Date Dec 2010,
Location Vancouver
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No, but I did explain that beam in this post. There's not much to it, to be honest.
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, triangle,
284 Posts,
Join Date Aug 2009,
Location Kirkland, WA
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Absolutely wonderful work.
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, spline,
171 Posts,
Join Date Dec 2011,
Location Madison, WI
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In UDK, and I've been working on beam. I'm using a flipbook texture for the lightning and simple emitter for some animated specks. Also, the screen text now scrolls, and for the big PSO fans, the text is the lyrics to the opening song.
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, triangle,
284 Posts,
Join Date Aug 2009,
Location Kirkland, WA
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Just wanted to say that somehow I missed this project of yours, but saw it for the first time in the WAYWO thread; I immediately said "That looks eerily like PSO" which I hadn't seen in 8 years. So, awesome job capturing that!
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, null,
18 Posts,
Join Date Jul 2009,
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Axios: cool work, I'm digging all the cool props in this thread. For that lightning you say you are using a flipbook. I made a similar effect once in UDK with a few tiled textures and some panner material nodes. It might give you smoother animation in-game.
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, spline,
110 Posts,
Join Date May 2011,
Location Atlanta, GA
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Thanks, I'll revisit that material as I get through this next asset since it basically uses the same effect.
Just an update for the sake of consistency. Started in on the fence that the console controls. It's just a blockout for now, still coming up with shapes and details. Methinks I'll start working on a small scene for this stuff once I finish this one.

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, triangle,
284 Posts,
Join Date Aug 2009,
Location Kirkland, WA
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Axios - Thanks for the link. The textures are looking amazing. How many props are you planning to make? Just curious, but are you working for any game company? With your talent you have to be
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, spline,
195 Posts,
Join Date Dec 2010,
Location Vancouver
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Brilliant highpoly and texture work, these are turning out great. Keep 'em coming!
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, dedicated polycounter,
1,669 Posts,
Join Date Dec 2010,
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Just adding to the pile of holy shit this stuff looks great and glad to see some PSO love! I'd really love to see you take on a scene or two from Forest 1 using these assets but I imagine that would entail a lot more work than you're planning lol
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, null,
13 Posts,
Join Date Jul 2008,
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Iciban - Thanks, I am working at a company, but because I don't get to do this sort of stuff at work, I'm always looking for opportunities.
My current plan is to do this fence prop as it is a companion piece to the console. Then, I'll get moving on a small Forest 1 scene. I feel as though I've gotten my fill of hardsurface, at least for the moment.
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, triangle,
284 Posts,
Join Date Aug 2009,
Location Kirkland, WA
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Just got through baking, onto painting. Admittedly, it's not the most inspired asset.

High, normal/AO, wire
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, triangle,
284 Posts,
Join Date Aug 2009,
Location Kirkland, WA
|
Alright, textured and placed in UDK now. Haven't fiddled much with the effect at the moment.

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, triangle,
284 Posts,
Join Date Aug 2009,
Location Kirkland, WA
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excellent! i havent read too much through this thread, just been looking at the images. but... do you plan to recreate the environment? or just the props?
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, card carrying polycounter,
2,030 Posts,
Join Date Apr 2007,
Location Belmont, CA
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