View Full Version : Environment - Smelting Factory
I am making a Smelting factory environment, I am meshing out some of the parts of it highpoly and later taking some of those into zbrush for further detailing perhaps. This is what I have so far. Just an occ render atm...
Ill keep posting more as I keep updating. I plan to make the factory abandon but atm it looks perfectly clean. some of those tiles will be on the floor etc. pipes bent dirt etc. Later if I keep the interest ill take the meshes into UT3.
Hi res (http://onlinewarriors.beyondunreal.com/WIP/pipe3.jpg)
08-29-2009, 11:12 PM
so far, so good. i like!
are you going to take those small pipes (the ones bending around the corners and such) and bake those into normal maps? if not, that's a lot of polygons.
yeah not sure how ill do it. although that is not a huge amount of polys considering later on everything else that is closer to the bodies of the objects will get baked so the pipes might be one of the only heavy geo things. I mean the obvious answear would be baking into planes but that will look wonky.
I might make two versions of this a highpoly and deffinitly I making a lower poly one for game. atm just meshing out the idea than thinking of reduction where needed, and figuring out how to make it as detailed as I want it. trying a different way than I usally do it. :D
08-30-2009, 04:40 PM
Really cool stuff :) I don't think that it'd be too much problem for most modern engines to handle that amount of polys if use modular units and instancing. Usually you hit a barrier with texture memory long before geometry becomes a problem.
It would be interesting to have the factory in a working state, everyone seems to make abandoned factories (I'm guilty of that as well...)
Yeah i think ill go for a clean version instead. doing this inbetween work so it is taking long lol. Does not look like a lot of stuff done to it.
09-07-2009, 03:15 PM
looks awesome so far, lots of nice detail.
I'm sure engines could handle this scene easily but it still looks pretty high-poly for games.
i bet you could get some beautiful normal maps off those furnace doors
Been working a lot so little update on this finally got to baking and texturing here is what I have so far. I just picked this up it is a few days of work on and off for baking texturing etc.
http://onlinewarriors.beyondunreal.com/WIP/steam_wip001.jpg here is the hi res
Looking good, I cant wait to see it when its all finished.
04-03-2010, 05:16 PM
Really nice work man! I like this.
Can you post some low poly wires? thanks ;)
04-04-2010, 09:57 AM
looking very good so far. nic edetailing and overall colors in the last images.
maybe you can improve on the camera placement/composition a bit? if you move the cam a bit to it's right side, you might be able to show a little bit more of the wall and show all the detail youve been working on?
Thanks all ill put up a wire soon. I also agree the angle is kind of lame. I plan to put this in UDK when I am done with the assets and get a better camera angle in their.
04-06-2010, 03:31 PM
Congratulations, coming just fine.
Can I ask you a question that haunts me because of my inexperience, as you showed in the picture is composed of more 'separate meshes with different layouts?
Or is it a single mesh with more maps applied? (You can post a wire of low poly?)
I use Unity3d and there is a bad limit, each mesh can 'have a single map, in many cases I am thus obliged to divide the model into several parts in order to apply more UV mapping.
UDK has this limitation? There are different UV mapping to a single mesh?
As you see in the work I'm pursuing. HERE (http://forums.cgsociety.org/showthread.php?f=39&t=867353)
I separated into three different mesh, floor, ceiling and walls.
So I applied a UV mapping each mesh
These divisions are causing in some cases, artifacts, and I think it also creates a bad optimization.
Sorry for my bad English, I hope I was understandable ;)
Great works man:)
Here is some shots from UDK :) just testing out the meshes nothing really nice yet. tons of stuff to go... Well I do not actually know the end hahah :D
DroppedBy- in the unreal engine you can have multiple materials on one static mesh. Like for example the round tank and wall are 2 separate materials on one static mesh. I separate stuff depending on modularity to make it easy to build out stuff. I have no experience in unity but a assume their is a way to add multiple materials their has to be... if not I would have to say that is pretty limiting.
Here is some more screenshots form UDK going so slow...
04-14-2010, 09:16 AM
Nice RO it really comes to life in engine... love the light, even though it is simple and probably tmp. I really liked the reddish hue, since that brings out the fire of hell smelting works feel.
Looking forward to some small lamps hanging about or cinders on the floor or something like that, that'll really set the mood (which is probably not realistic... but hey, art or no?)
Please continue to update I'll love you for it. :)
Some more pictures ill push more tomorrow on detailing just been slow just moved to my new apartment :)
05-07-2010, 02:38 AM
Looking pretty sick, keep it up :D
05-14-2010, 09:43 PM
Very inspiring model, textures and lighting. No crits so far, sorry.
Looking to have potential indeed. Reminds me a bit of Stefan Morrell's "Industrial" piece http://forums.cgsociety.org/showthread.php?t=370041
I would suggest you make use of some leaking/rust/dirt decals, good call with them tiles, good variation, breaks up the symmetry.
Last thoughts would be to add some rock crumbles, good ol wires hanging. I am not sure what you plan on adding outside of those windows, but if you were to go with a natural theme there, then you could add some minor foliage that have grown from the outside in through some of them lovely window and structural openings. Would help break up the symmetry too. This has potential, good 3d and texturing, keep at it :)
05-15-2010, 02:29 PM
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