View Full Version : Sci-Fi Door
tosbin 05-10-2010, 06:00 PM create a Sci-Fi Door with some rocks and terrain. experimental with some shader networks and lightpasses
tools: maya, zbrush, xnormal, photoshop, udk
http://features.cgsociety.org/newgallerycrits/g85/216785/216785_1260879097_large.jpg
http://features.cgsociety.org/newgallerycrits/g85/216785/216785_1260878829_large.jpg
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Mortoc
05-12-2010, 06:47 AM
Looks really nice, really like the texturing.
For your lightmap generation, are you using individual lights? It's hard to tell from the render, but I think that using a skylight would give you a more even, realistic feel.
tosbin
05-27-2010, 06:07 PM
http://features.cgsociety.org/newgallerycrits/g85/216785/216785_1274983469_medium.jpg
simple Sci-Fi tile model gangway rendered in Marmoset Engine
create low and high poly - baking Ambient Occlusion map
into xnormal create a very simple diffuse texture and specular texture
tosbin
06-22-2010, 06:11 PM
http://features.cgsociety.org/newgallerycrits/g85/216785/216785_1277230064_large.jpg
http://features.cgsociety.org/newgallerycrits/g85/216785/216785_1277229988_medium.jpg
create another Sci Fi main gate low and high poly modeling baking Ambient Occlusion at xnormal rendered in Marmoset Engine :shrug:
the model is based of the concept from Feng Zhu!
Acheron
06-28-2010, 05:53 PM
Those all look very nice. I'm doing a sci-fi set too. Got any tips for doing those nice textures you do?
tosbin
06-28-2010, 08:53 PM
thanks man you can find some tips about good texturing here:
http://features.cgsociety.org/story_custom.php?story_id=4678
tosbin
07-05-2010, 09:23 PM
http://features.cgsociety.org/newgallerycrits/g85/216785/216785_1260879439_large.jpg
ultrakaka
07-15-2010, 07:56 PM
Really nice stuff man, particualry i like the detailon the archways, though imo the last scene could use some more agressive lighting. But thats me. Waiting for continuation.
JakeJohnson
08-13-2010, 06:15 AM
Looks good keep going. I like the scifi terrace. Looking at your specular maps, if I were you I would throw them into the alpha of the diffuse map...it will save you some texture memory. Good practice to get into if you want to make games. Your spec should only be a separate map if it has either color, or its composed of other elements in your RGB channels. Most studios use Unreal, like Epic, use RGB masks all over the place. Meaning, they add separate specular or material masks in the RGB channel of a texture map to save on memory...the diffuse will look really whacked out in neon green and blue, but its a nice trick to get used to.
CKPinson
08-18-2010, 07:10 PM
This does look good.
tosbin
08-18-2010, 11:25 PM
many thanks for the comments, I improve my work samples as soon
tosbin
10-06-2010, 08:57 PM
long time ago after find all the old files and reimport to the new udk.
Here is the first result of better lighting :
http://features.cgsociety.org/newgallerycrits/g85/216785/216785_1286399780_large.jpg
the model is based of the concept from Patrick Reinemann!
tosbin
11-15-2010, 11:27 PM
I create a simple Sci Fi_tower
normal, spec, diffuse map, baking Ambient occlusion
loading into UDK and creating some simple shaders :wavey:
the building model is based of the concept from Feng Zhu!
http://features.cgsociety.org/newgallerycrits/g85/216785/216785_1289866784_large.jpg
tosbin
11-28-2010, 11:50 PM
sci fi canyon - soon I will be create more interesting
objects and particle effects ! preview the scene at the udk editor :wavey:
the building model is based of the concept from Feng Zhu!
http://features.cgsociety.org/newgallerycrits/g85/216785/216785_1290992280_large.jpg
tosbin
02-18-2011, 12:34 AM
long time ago here are my second steps - light adjustment and shader creating
texture debug - next steps are recreating rocks + create a new gate between the rocks :thumbsup:
http://features.cgsociety.org/newgallerycrits/g85/216785/216785_1297991914_large.jpg
tosbin
12-08-2011, 10:35 AM
http://features.cgsociety.org/newgallerycrits/g85/216785/216785_1323340318_large.jpg
create new rocks and a nice rocket launcher in maya you can see In front of the picture.
I also make some light changes to looks more finished.
showing up this scene at UDK build Lights shaders. Its a massive tool
big thank you goes to Epic Games.
feel free to give me feedback!
the building is based of the concept from Feng Zhu!
rocket luncher based of the concept from massive black volume one art book / Red Faction: Guerilla
tosbin
05-05-2012, 04:46 PM
http://features.cgsociety.org/newgallerycrits/g85/216785/216785_1336235805_large.jpg
create low and high poly mesh (rocket luncher unit) in maya and zbrush
baking Ambient Occlusion texture map
create a very simple diffuse texture and specular texture
bulding shaders in unreal udk for showing up at the scene
rocket launcher rendered out of Marmoset Engine
rocket luncher based of the concept from massive black volume one art book / Red Faction: Guerilla
tosbin
07-06-2012, 09:38 AM
http://features.cgsociety.org/newgallerycrits/g85/216785/216785_1341566765_large.jpg
http://features.cgsociety.org/newgallerycrits/g85/216785/216785_1341566583_large.jpg
SciFi Level / low poly scene if you can see in the first picture using 13706 triangles.
The scene Its created in modular pieces, the building and all the probs using normal map, ambient occlusion, diffuse and emissive texture map resolution Its about 2048X2048px.
Scene Its rendered with marmoset toolbag for baking the .
ambient occlusion using Xnormal.
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