Going to give this a shot. I have visions of my head of tying it into a Halloween theme as well so we'll see how it goes!
It's a great excuse to break out my new ZBrush license as well...
Reputation: 96
Going to give this a shot. I have visions of my head of tying it into a Halloween theme as well so we'll see how it goes!
It's a great excuse to break out my new ZBrush license as well...
Reputation: 96
Started messing around with ZBrush with the idea that I would create texture atlases which I could then map onto the various assets that I built and save myself a lot of time. Started with bricks/stones:
However, this lead to problems with the normal map and the assets looking stupid so ... I changed tactics. I started messing around with a quick and dirty method of sculpting and texturing stuff while still getting it to look pretty customized. I might write a tutorial out if this works in the end but for now it seems alright. Starting to produce meshes and textures:
Kind of low res, I know, but I don't think it'll matter in the beauty shots. Once post processing and effects are in, I think this is going to work fabulously!
Looking good so far. Youre going for the Atlantis style ?
Reputation: 96
Nicer looking stuff !!
And by the way, don't hesitate to share some juicy Zbrush techniques if you have themI'll give it a try myself !
So did you shape the meshes on zbrush and exported the normal map, Or did you totally import the whole object in the engine after a nice decimation master session? :d
Reputation: 96
I'm cheesing it up, big time.I'm doing a fast and dirty method that I would never use for real game assets but in the interest of completing this challenge I'm:
1) Making the basic shape in Max. Nothing detailed, just the basic shape. Add some quad chamfers to edges that will be sculpted.
2) Send to ZBrush and sculpt away on it until I'm happy with it.
3) Export that to a high poly OBJ.
4) Decimation Master it into a reasonable low poly count.
5) UV Master it so it will take textures correctly.
6) Export that to a low poly OBJ.
7) Use xNormal to bake out a normal map and ambient occlusion map.
8) Import the low poly into Max, and copy the UVs into the second UV channel so it will serve as a lightmap as well.
9) Import everything into UDK and apply some material tricks.
10) Profit.
Like I said, NOT how I would do actual game assets ... although they aren't turning out half bad to be honest!
Reputation: 96
I would make the low poly models with more care. Also, I would do the texturing differently. And lay out the lightmaps with more care.
Basically, just more attention to everything. This is sort of a rushed process to be honest.
And that's not really as bad as it looks. A lot of those steps are "push button, wait for progress bar to hit 100%".
Reputation: 96
Reputation: 18
Warren Looking Really good.
Your workflow is good.In Zbrush I tend to use retopology tools they can make a huge diff on ya poly count on ya low pol Model.Better than decimating your Hi res Model but your going for a speedy workflow which is fine for scenes.
Your doing a great job.Ive been using Zb for probably 3 years now and theres always lots too learn.
Loving the look so far Warren.GREAT job.
Reputation: 96
Thanks Delta!
Looks great. Looking forward to see the final layout.
Reputation: 0
Hey Warren, I'm playing with getting the underwater look as well. I was planning on using some sort of atmospheric haze (maybe exponential height fog or something else in UDK). The problem I see is that I will have a mixture of indoor and outdoor areas. I don't want to have the indoor areas have the atmospheric haze. Any ideas on how to address this? is there some sort of volume I can place around sections like a "no fog" volume?
Reputation: 96
Steve - I don't think so. You can't control fog like that AFAIK. If you could achieve it somehow via post processing settings you could give the interior areas their own post process volumes though...
Reputation: 0
Ah true. That would work. That's probably the best way anyway to do two separate areas anyway. Thanks.