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Ben's 2nd year Games Art thread


24 replies to this topic

#1
Benstef12

Benstef12

    Level 5 Games Art

  • 55 posts
  • Gender:Male

thumb-1920-674470.jpg

Hi there!

For my environment scene I decided to choose a street from 'I am Legend'.

RoVbwuE.jpg

First I did some sketches along side mood boards to help me visualise what the scene should look like.


GyHIthA.jpg

This was my first blockout in UE4 but after consulting with Neil I decided to go for a more doable scene.


ddutQa7.jpg


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#2
Benstef12

Benstef12

    Level 5 Games Art

  • 55 posts
  • Gender:Male
Hello!

gvbebsO.jpg

This is some of the street I have been working on.

I decided to begin with the roads since they will provide a good base to work on.

I baked the high poly mesh onto the low poly in substance along with placing the texture I made for it.
I then developed the texture in substance to create a more complex and realistic diffuse and normal. I am happy with
the result so far but I am happy for any comments you may have :)

References:

VFwuoMF.jpg

Edited by Benstef12, 11 October 2017 - 01:44 PM.

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#3
Cloudyko

Cloudyko

    Junior Member

  • 18 posts
  • Gender:Male

gvbebsO.jpg

Cool road but the crossing markings don't display the same amount of erosion as your road...how the depth of erosion changes the colour of the cement however the crossing still maintains the same colour.
 


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#4
Benstef12

Benstef12

    Level 5 Games Art

  • 55 posts
  • Gender:Male
Thank you, I have changed the crossing :)

I have now designed and made my first building set now. I quickly made a couple buildings in Maya to see that the measurements work. I did a quick simple render to show what it looks like.

I chose the pillar from my asset list and imported it into UE4 along with the relevant maps to see how it would look.
I am happy with the results so far but any comments will be appreciated.

Thanks! :D

Modular Set Render

PE1STmu.jpg

Building Render

83MPNjT.jpg

UE4

Ii7E3Hg.jpg

Reference:

umvCwNC.jpg

Edited by Benstef12, 21 October 2017 - 06:59 PM.

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#5
Josh203

Josh203

    3rd Year GamesArt

  • 224 posts
  • Gender:Male
  • Location:London

Looks good so far, got a good sense of scale to it as well (: Something I noticed, make sure your modular assets snap together in the grid, preferably to every 100 unreal units, youve got a huge gap at the top, as well as on other bits in the middle, which when you bake the lighting will result in an inaccurate bake, good stuff though, looking forward to seeing this finished (:

 

https://gyazo.com/4f...b9c2fa5e758b936


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#6
Mr.Jak

Mr.Jak

    Junior Member

  • 14 posts

Loving the look of it so far man! Really nailing the feel of the city streets from the movie with your modeling, texturing and architecture, even without all the 'overgrowiness'! :D
Can't really see any faults as such other than the one Josh has already pointed out, although I see a small texture seam in the curb texture as it reaches the corner. Not sure if this has something to do with them being separate modular building assets but whatever it is, it's a small problem you probably won't need to worry about at all, especially once all the assets are in place, I'm just being verrry nitpicky! :)

Keep it coming man! :D


Edited by Mr.Jak, 21 October 2017 - 07:35 PM.

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#7
Benstef12

Benstef12

    Level 5 Games Art

  • 55 posts
  • Gender:Male

Looks good so far, got a good sense of scale to it as well (: Something I noticed, make sure your modular assets snap together in the grid, preferably to every 100 unreal units, youve got a huge gap at the top, as well as on other bits in the middle, which when you bake the lighting will result in an inaccurate bake, good stuff though, looking forward to seeing this finished (:
 
https://gyazo.com/4f...b9c2fa5e758b936

 
 

Loving the look of it so far man! Really nailing the feel of the city streets from the movie with your modeling, texturing and architecture, even without all the 'overgrowiness'! :D
Can't really see any faults as such other than the one Josh has already pointed out, although I see a small texture seam in the curb texture as it reaches the corner. Not sure if this has something to do with them being separate modular building assets but whatever it is, it's a small problem you probably won't need to worry about at all, especially once all the assets are in place, I'm just being verrry nitpicky! :)

Keep it coming man! :D


Thanks for the comments :D

I will be sure to check my Unreal Units to make sure there are no gaps. :)

Yes, I see the texture seam on the path and will try to fix that today :D

#8
Benstef12

Benstef12

    Level 5 Games Art

  • 55 posts
  • Gender:Male

Hello! just a small update on the building assets. I am around half way through my list for this pack.

I really liked using stone carvings on the normal maps on the assets.

 

I am focusing on the assets at the moment and not so much the foliage for the scene. I will do that after the buildings are done.

All comments appreciated :)


Rp9xjzX.jpg

Carvings

s8dPJXA.jpg


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#9
Benstef12

Benstef12

    Level 5 Games Art

  • 55 posts
  • Gender:Male

Hello!
 
I have now made all of my assets for the first building pack! :D :D
 
They took longer than expected but I am happy with the results! I am also happy to go back and change a couple things should people think so :)
 
sBUFyFK.jpg
 
A couple Substance Renders
 
wEXnBOp.jpg
 
BwJu9rf.jpg
 
A building I made in UE4. I only made this one quickly and I didn't even use all my assets. I will upload more images of different buildings from the same asset pack later. :)
 
IC92b4U.jpg
 
I am slightly confused on how to do the windows? I would like something that's quite dark and reflective so any suggestions would be great :D

Thank you!


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#10
Doxturtle

Doxturtle

    2nd year Games Art

  • 416 posts
  • Gender:Male

  • Work Thread

 

You can use a bump offset to do fake interiors. It will be nice to see the building with a bit of colour as at the moment there is a lot of greys. Looking good though :) 


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#11
Benstef12

Benstef12

    Level 5 Games Art

  • 55 posts
  • Gender:Male

You can use a bump offset to do fake interiors. It will be nice to see the building with a bit of colour as at the moment there is a lot of greys. Looking good though :)

 

Thanks :D Hopefully this will add some nice contrast to the building :)



#12
Benstef12

Benstef12

    Level 5 Games Art

  • 55 posts
  • Gender:Male

Some Photogrammetry stuff:
 
So for the self portrait project I used 3D flow. I put dots on my face just in case it couldn't pinpoint some of it as Neil suggested. Then used the 40-odd images to create the mesh in 3D flow. The next step is to use either use WrapX or Zbrush to project my face onto a clean mesh.
yV7zimF.jpg
 
In 3D Flow:
Front
nXCL74W.jpg
 
Back
dM4mWyR.jpg


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#13
PandaLog

PandaLog

    Junior Member

  • 85 posts
  • Gender:Female
  • Location:Hatfield

  • Work Thread

Some Photogrammetry stuff:
 
So for the self portrait project I used 3D flow. I put dots on my face just in case it couldn't pinpoint some of it as Neil suggested. Then used the 40-odd images to create the mesh in 3D flow. The next step is to use either use WrapX or Zbrush to project my face onto a clean mesh.
yV7zimF.jpg
 
In 3D Flow:
Front
nXCL74W.jpg
 
Back
dM4mWyR.jpg

 

Did the dots really help?

Won't it mess up texturing?



#14
Almighty_gir

Almighty_gir

    Member

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It's far easier to edit out some black dots in the texture, than to recreate missing parts of the mesh.


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#15
Benstef12

Benstef12

    Level 5 Games Art

  • 55 posts
  • Gender:Male

 

Did the dots really help?

Won't it mess up texturing?

 

Yes i'm sure the dots did help as a previous session without the dots didn't quite complete the mesh. :)


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