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Kieran's 2nd year GA thread

kieran games 2nd year game art thread doxturtle

26 replies to this topic

#16
snxwden

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try making the cement between the bricks a little darker; it feels really flat at the moment, as if there's no depth from the protruding bricks and the cement. Ideally if you have a bump/disp/normal map, I'd make that a lot stronger and get more difference between the cement and bricks

Hope this helps! :)
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#17
Doxturtle

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try making the cement between the bricks a little darker; it feels really flat at the moment, as if there's no depth from the protruding bricks and the cement. Ideally if you have a bump/disp/normal map, I'd make that a lot stronger and get more difference between the cement and bricks

Hope this helps! :)

 

Thanks, I did make the grout darker before, (it was way whiter) Ill add a bit more to it. 

 

I did have a height map working but I think it disabled itself when I switched from openGL to iray, Ill see if I can find the settings for the iray renders. Ill take a look at the normal too, I could always bump that up a bit.


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#18
tweedie

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Good job reducing the outline, looks much better now. I'd probably drop the roughness of the bricks just a touch to help define some separation between them and the grout, and also vary the roughness a bit per-brick; often the odd one on a wall will be much smoother than the others and that kind of subtle variation goes a long way. Nice to see you spending a while on this though, it's such a big part of the scene I think it'll help a lot. 


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#19
Doxturtle

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Good job reducing the outline, looks much better now. I'd probably drop the roughness of the bricks just a touch to help define some separation between them and the grout, and also vary the roughness a bit per-brick; often the odd one on a wall will be much smoother than the others and that kind of subtle variation goes a long way. Nice to see you spending a while on this though, it's such a big part of the scene I think it'll help a lot. 

 

Thanks for the feedback, its really helped to improve this piece (no idea how I thought the first coloured texture looked good now). Yeah, its covers pretty much all the walls so I wanted it to look good. Should make a nice portfolio piece too. I've only got a few materials to do so there's not too much harm in spending a little time perfecting them. 

 

Might have gone slightly too shiny with the roughness, will be able to see once I get it onto my proper meshes.

 

No fancy iray render this time, for some reason the roughness looked really different going between opengl and iray. Not sure which one to trust, might have to throw it into marmoset one day.

 

3o4qCz.png

 

H5dAzg.png

 

A6W3Ak.png

 

hIYlk9.png


Edited by Doxturtle, 24 October 2017 - 10:34 PM.


#20
tweedie

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Yeah bit too far I think, looks a bit plasticy now or just a bit wet. I can see the difference per brick on the final render but I'd probably even push that a tad more. The plasticy-ness probably shows you need a bit more high frequency normal detail to give it a slightly more porous look, and whilst each brick's average roughness value should differ, you probably want more breakup in that map to stop that smooth plastic-like sheen (makes it look a bit like lino). It's gonna be a fun game of constant tweaks I imagine. All depends on what type of brick you're going for too; they can look quite polished in some cases (http://i.imgur.com/b9AjMid.jpg). Most important thing though is probably to keep the separation in roughness between grout and brick. 

Regarding opengl vs Iray - always always get it in engine and tailor it towards that :) 


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#21
Doxturtle

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Changed the roughness on the brick, still not perfect, I still need to try and get it to a look a bit more porous. Going to leave it for now as I want to start getting some progress on the props. 

 

RrceLn.png

 

j9GOdw.png

 

yTPfEj.png

 

Started working on the many tables in this scene, finished the base high polys, working on sculpting them and getting it all baked down. 

 

M7u1Hen.png

 

Not loads to see really, trying to get this stuff out the way soon so I can focus on the more complex props. 

 

Sculpted and baked down one, I went quite heavy with the denting as I wanted it to come across as a work bench. The ones I've seen tend to have a lot of saw marks, chips and stuff. I tried baking down more subtle wood detail before but it got mostly lost after adding textures so hopefully it holds up.

 

Z1Y7JK5.png

 

Low poly is around 530 tris. 

 

Sz8ac2Z.png

 

Ugly shot of the sculpt. I am going to redo the top surface as I don't really like how the damage turned out. It feels a bit too much like stone at the moment, I want more chips, saw cuts etc. Made it a bit more damaged than the concept, I want to make it clear that its a workbench, so it should have noticeable damage and use. 


Edited by Doxturtle, 26 October 2017 - 12:46 AM.

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#22
Doxturtle

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Modeled the main prop today, got a low poly done too, just got to finish packing UV's and bake it down. 

 

WUtgutG.png

 

Low poly:

 

GdWVQJm.png

 

7.3k tris, half of that are the attenas couldn't really reduce them anymore though

 

baked and in engine:

 

oraJqBF.png


Edited by Doxturtle, 29 October 2017 - 02:16 AM.

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#23
Doxturtle

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Got the machine baked down. A few areas where it hasn't gone too great so they will be fixed, but other than that it looks pretty good.

 

HiRQLi3.png

 

Ignore the floating geo, using those for the dials, need to add the alpha map still. 


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#24
Doxturtle

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Started working on texturing this today, spent a ton of time trying to get bakes sorted with this prop, the others should be a lot quicker. 

 

Added a bit more grunge than the concept as it looked a bit plain without it, can always go back and reduce it if it looks bad in engine. Still need to add the dials. The interior pieces need a bit of work still, Ill be adding an emissive to those lights inside once I get it into unreal. 

 

7zyIRC.jpg

 

 

5Y5W78.jpg

 

YmE5VO.jpg


Edited by Doxturtle, 05 November 2017 - 04:20 AM.

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#25
Doxturtle

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Finished texturing the platform, sculpted in zbrush, base tiling texture in photoshop, projected in substance, masks in quixel.

 

KlA3u5.jpg

 

6P2QsD.jpg

 

Pretty happy with how these turned out. Need to assemble it all and get it into engine. Goal for tomorrow is to get the painted bricks done (going to try doing it in quixel with my substance bricks as the base) and try to get some vertex painting started with the modular pieces. 


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#26
Doxturtle

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Threw it into unreal. I am having some problems exporting from quixel, with the UE4 renderer in ddo it looks fine however when I export it looks super glossy in engine. I have to pull the values hard to the white side to get anything looking right. If anyone knows how to get stuff working properly without having to mess with the roughness please let me know :)

 

frylKW.jpg

 

Ignore the bad lighting for now, I will get it fixed once I get the modular meshes textured. 


Edited by Doxturtle, 06 November 2017 - 12:40 AM.


#27
Doxturtle

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Finished up another prop, the shelves on the left of the image. I tried to make it look like it had been used for storing paint and stuff like that, its got marks from the paint tins and hand prints as if someone was reaching up to the shelf. I will flip them around so the duplication is less noticeable later. The shelf with the green paint will be where the paint tins and stuff are in the concept art. 

 

jz3lhO.jpg

 

uk52jd.jpg

 

mFt7tn.jpg

 

mRjOkg.jpg

 

nCArdG.jpg


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