UGAC - Master Chamber - Rogelio Olguin


#21

Looking good! Perhaps a bit over critical - To me it seems a bit strange the way those fallen pillars have fallen, looks more like they were placed there which would say that it is under construction. Gives a feeling that conflicts with the rest of it, maybe the texture would change that.


#22

Here is the statue and the red block player model :smiley: Still doing a stand for it but since it is not done i did not put it in.

The statue was hell to normal map… I tried normal mapping the whole thing together but at the end I had to rethink it and broke it up in peices than glued it together. The biggest problem were the polys that were too close to each other. I tried moving the cage and stuff but it did not help.

somnambulance: Your right I took the leaning ones off I had to reduce more polys for some other sections so those were extra detail that really did not add much to the scene.


#23

Thats turning out great. I love the leaf wolf howling pillar…Makes wanna go play Rygar…Those damn rolling spike ball things! DAMN THEM!

Keep it up, Rog.


#24

if you’re using max, i’ve found that the cage is just about worthless in most cases. i tend to turn it off in the baking options and just use an offset depth. for some things though, you just have to break it up into pieces like you did.


#25

Doing some tilable normals to get the main flooring sorted. Going to start on trees soon also. I am going to do some other stuff for a bit so I will not update much but ill make sure to come back within a few days.


#26

Looking great. Are those tileables done entirely in photoshop?


#27

The stone path and rock one were first done in max than I added some details in PS. The other one is all ps.


#28

Hey man,
I really like what you have done so far!, The hand painted normal maps in photoshop are great as well as the normal mapped objects, btw what are you using to
normal map high poly meshes (nvidia Melody, Polybump, Render to texture?), either way it
looks great:thumbsup:.

Are you using realtime directx in the viewport to preview the meshes or are you
just applying the bump map in the bump slot and then rendering(which is
what you seem do be doing) if so then i’d suggest using realtime directx shader in
the viewport it gives you much more accurate results to how it will look in a game engine
(Cant wait to see your models in Oblivion:)), Check out this site it has alot on normal mapping and also some great directx viewport shaders:

http://www.bencloward.com/resources.shtml

-Pdude


#29

Using Render to texture, so far it has worked really well. Than some added details on PS.

Yep been rendering all of these.

Nice site ill look for that and test out the direct x shaders. The offset mapping is something I have been wanting to test out.


#30

Some texturing. Pls excuse the brown background color for a bit… that is the main color the sky will be.


#31

hey RO…this looks wickedly impressive!..love the style you’ve got here

a minor crit for me is the stone tile,the one made in 3dmax,those curves along the grout lines,I’m not sure tiles would ever take such a curved shape.

other than that…keep at it man!..looking very good:thumbsup:


#32

Hey Stefan nice to see you here :slight_smile:

Thanks, I had an idea a while back on a style and structures like these but I really wanted to leave them intill I knew the normal mapping workflow.

I agree those tiles have been screaming at me the cruved shapes really are bad. Np it was mostly practice to see how to make normal mapping tilable textures. I plan for a diff flooring once I am done with this.


#33

Did some more texturing modfied the old ones a bit and made the statue and side walls. Ill try to get most of the model done next week and really just polish this up for final. some textures here are using spec maps also besides the color map and normal map.


#34

Doing a bit of setting up for the final render of my level. Some fog and trees added. The bits and peices that are left are details for the flooring a few textures for the clouds and that is pretty much it and some textures for the last two stone peices the fish and that wall deco thing.


#35

I have been messing with the shader linked here I belive for parallax mapping and it is very cool to see it in action in the view port.

But…

I am having a hard time finding a way to render parallax shaders normals maps in max. Is this even possible or am I wasting my time looking for a way to do this? I am using the defualt scanline render for max. I have looked and can not find an answear to this.

So if anyone can link me to somewhere or tell me how to go about this it would be awesome! :smiley:


#36

i’ve been having the same issue, especially with some of the more complex shaders, such as the layered ones, which don’t even render in the viewport at all.

the only possible lead i’ve found is a hack that only half works so far, and it involves rendering as a preview (animation menu-> make preview) instead of a scanline render. it basically takes a screengrab of your viewport at each frame of the animation. however, in order to get higher quality, you have to turn your viewport settings up, and the viewports don’t seem to have any anti-aliasing either, which leads to jagged edges. on top of that, ray trace shadows are a pain to do real-time. i know it can be done, i’ve seen them demo it, but i just can’t get it to work.

edit, i’m assuming you’re using Ben Cloward’s offset mapping shader for Max, as that’s the only one i’ve been able to find myself for Max. apparently the “software render style” slot at the bottom is what the software renderer uses, but obviously it renders differently. i guess you might have to just do that and try to get it as close as possible. unfortunately, until unreal 3 comes out and we can do all that fun stuff ourselves by putting shaders together visually, we have to hack stuff.

good luck, and let me know if you get it to work, or even fake it!


#37

thanks :slight_smile: Ill work on it and look around so far it seems it is only view port usable which is nice for testing out future tech stuff. But no good for presentation.

Ben Cloward’s offset mapping is really cool and is easy to use. I have heard of this problem with other people but never really paid attention to what it was beecause I did not know how to normal map. From what I remember stefan from one of the old Gacs had the same issue.

Oh well :expressionless:

Ill keep looking but I really think this is just a view port thing.


#38

Hey guys, I’m glad you like my offset mapping shader. If you’re interested in doing something similar in Max’s renderer, try Fabio Policarpo’s relief mapping plugin. You can find it here:

http://fabio.policarpo.nom.br/relief/index.htm

I haven’t tried this out myself yet, but as I understand it, it achieves results similar to offset mapping - but without all the artifacts and drawback - and it works in the renderer instead of the real-time viewport.

Give it a shot!


#39

Thanks so much ill give it a shot.

Edit: Gave it a shot and it is awesome! Why in the world would i want to create displacment maps with this… I wonder… it is faster for rendering and looks good also. Ill note this for future projects and test it on higher poly objects to see how it works out.


#40

the reason for the displacement map is relief mapping actually displaces the surface of the object inward, thereby ‘faking’ an actual displacement render that can change the surface of the object. if you look at some of the tech demos, you’ll see that it actually changes the silhouette. it’s really cool stuff, much beyond standard parallax mapping.

btw, downloaded the plugin myself. very cool stuff.