The Desert Swamp | Game Dev Exploration | Bergquist3D

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Old 10 October 2013   #1
Cool The Desert Swamp | Game Dev Exploration | Bergquist3D



Hello CGS World!

The final days of the CGS TornadoTwins Game Challenge have come and gone, and they've left us with a need for more!

Especially thanks to my fellow contestants, I was able to finish my entry and even win Best Textures & Lighting!
Game Challenge Entry - The Awakening

The competition was invaluable, but these past three months have only been the kitty pool of game development with getting our feet wet in all the new software.

Well it's time to dive in and see what can really be done in Unity.
For the next 2 Months I'll be focusing on creating an Expansive world inside Unity and pressing the graphics to their limit in the building phase of our nextGen title, The Desert Swamp and I can't do it with out the help of your critiques

I hope everyone enjoys the work and progression of the game!
Feel Free to leave a Comment & Stay Tuned!
- Bergquist

Last edited by Bergquist : 12 December 2013 at 10:13 PM.
 
Old 10 October 2013   #2
Hello CGS!

Today was my first time to use MudBox by Autodesk, and It was amazing!
Under the guidance of French Environment Artist, Amir Abdaoui,
I have started modeling Rock parts to be used as cliff break-ups in the terrain.
Here is my first try, took about 30 min.



So what do you guys think?
Does it look rock like?


I'll be making a couple more of these size and type to be used as building blocks in 3D-Coat.
 
Old 10 October 2013   #3
Good Evening CGS,

I have finished Rock part 2!
Here is a short video. See what you think.


How am I doing? Are they coming out like rock formations?

To me it feels... lumpish or something, but not quite right.
On the next one I'm going to try a more discreet approach,
giving a simpler shape to the rock so its more like a brick
to be stacked and placed with others.

Comments & Critiques are Always Welcome, and Stay Tuned for more Updates!
- Bergquist
 
Old 10 October 2013   #4
Hello Everyone,

I have created Rock part 3!
Here is a short video. See how you like it!


I think this one turned out much better for our building block purposes!
Let me know if anyone has a suggestion or comment

Stay Tuned for the next Stage in Rock Creation!
- Bergquist
 
Old 11 November 2013   #5
Ello CGS!

This evening I worked on my first Rock Cluster in 3D Coat!
I've never worked with 3D Coat or voxels before, but I really enjoyed it!
I was able to put my Rock Cluster together really fast and it doesn't look too bad



What do you guys think? Do they look like they go together well?

Next up is the UV Layout, Mudbox Projections,
and Photoshop Textures with a little help from CrazyBump!

C&C are always Welcome! Stay Tuned for more Updates!
- Bergquist
 
Old 11 November 2013   #6
Happy Holiday CGS World!

Tonight I finished the UV Layout on my Rock Cluster
Here's a little screen grab showing off the good times, hehe


Next up is the Rock Texture Projection in Mudbox!

 
Old 11 November 2013   #7
ello Everyone,

I did a little bit in Maya baking out an Ambient Occlusion Map,
and the Normal Map for the Rock Cluster. Slowly but surely!
This mesh is just at 400 polys / 800 tris



Alright, now it really is time for some Mudbox projection! hehe
 
Old 11 November 2013   #8
Hey Bergquist,
nice going - I remember this artist, I think his tuts were known as "Wenda Rock modeling techniques" - well google still points right using this phrase

You should think about joining the beta for ShaderForge shader editor in Unity - default shaders will sadly loose all the details from your model. And if you ever used material editor in UDK you'll feel like at home
 
Old 11 November 2013   #9
Hey Tleszczynski!

Thanks for stopping by my new project!
I'll definitely check that out

Hope you Enjoy the Updates! I can only hope to make it look as good as Wenda's
- Bergquist
 
Old 11 November 2013   #10
Hello CG Society,

I painted my first projection texture in Mudbox today, and it went great!
The controls between the projection image and your 3d model are a little awkward at first, but it becomes rather intuitive before too long

Here is another short video of the Rock Cluster finished diffuse texture inside MudBox
This is without lighting, specularity, or of course normal maps.
So, just the Color Texture with the AO and Edge Highlight map added on top.



Next up is finishing the Normal map with the new Rock Texture
& Putting it all Together in Unity!

Comments & Critiques are always Welcome! & StayTuned for more Updates!
- Bergquist
 
Old 11 November 2013   #11
Ello CGS World!

Today I finished my Unity Rock Cluster asset!



Alright, so that was a pretty big step!
I learned a lot about the different software and got in some good practice on rock sculpting.
Now Its time to make the Landscape!

Critiques are Welcome! & Stay Tuned, All sorts of things to come!
- Bergquist
 
Old 11 November 2013   #12
Good Day CGS World!

This afternoon I've started working on The Desert Swamp's Main Island Landscape!
Here is an image of the BlockOut in Mudbox.


The next step is to make a displacement map from this very low detail version,
and take that disp map into World Machine to give it more detail and natural effects.

Then its back into MudBox for the final adjustments to the mesh's larger details before going through the decimation filter. Then its on into Maya for its UV Layout and final preparations for the Texturing Stages!

C&C are always Welcome! Stay Tuned for more Updates!
- Bergquist
 
Old 11 November 2013   #13
I saw a while back a post either on Unity forums or World Machine forum how to convert the landscape to Unity terrain, along with the splatmaps generated in WM, in the demo WM this was however limited to 512x512 height map (as far as I remember). Maybe this technique is worth exploring.

If you import your landscape as model you will loose option to paint grass, tress, rubble or other things that the terrain gives you.
 
Old 11 November 2013   #14
Hey Tleszczynski,

Thank you bro! I did see those.

When you import a model instead of using image based terrain, you don't loose the ability to do things like paint separate layers for rock, grass, and sand for instance, you just have to set it up yourself
But I planed on using a mesh landscape and setting the textures up myself anyway, mainly so that i can use normal maps and parallax maps on the different parts of texture, especially for the rock.

I will have a couple image based terrains though where i will use those tutorials, and a couple by Wenda for my far off landscape!
 
Old 11 November 2013   #15
hello everyone,

I'm am sad to find out that World Machine only runs on Windows PC.
I of course developing away on my Mac... except for right now.

So I am forced to model just a bit more than I planned, but that's ok,
It would have taken me a whole day to figure out the new software anyway,
so I will use that time to sculpt my detailed terrain by hand instead

Alright then, Next Up is the medium level detail sculpt for the terrain!

Remeber the high level / fine details will be from the textures, like the tiled parallax map for the cliff rock that I'll create soon. Hopefully this will help keep the poly count on the larger landscape a lot lower and still look ok

Stay Tuned!
 
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