XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : Sci-Fi Door

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



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.

05-27-2010, 06:07 PM

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

06-22-2010, 06:11 PM


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!

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?

06-28-2010, 08:53 PM
thanks man you can find some tips about good texturing here:


07-05-2010, 09:23 PM

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.

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.

08-18-2010, 07:10 PM
This does look good.

08-18-2010, 11:25 PM
many thanks for the comments, I improve my work samples as soon

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 :


the model is based of the concept from Patrick Reinemann!

11-16-2010, 12:27 AM
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!


11-29-2010, 12:50 AM
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!


02-18-2011, 01:34 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:


12-08-2011, 11:35 AM

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

05-05-2012, 04:46 PM

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

07-06-2012, 09:38 AM


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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