September Challenge- HappyLemon-Noobie
Ooo Ooo! I'm like a kid in the candy store! I wish this challenge spread out to four month so I can try them all. Since I've never done any of these I didn't know whether it's character or environment model I'll be good at, but I guess I have to pick one....
Concept #1: Action Environment Genre: Overhead RPG Correct me if I'm wrong: I'll aim for the exterior, and submit a couple shots of it from differnet angles, and the interior if I have time. Are we allow to use smooth proxy or just simple poly only? |
no, sorry. No smoothing. Polygons in their purist form, only. :) Looking forward to it!
|
1 Attachment(s)
Finally a post. It is really challenging to comprimise my idea of the scene with the concept drawing. I am afraid that my perferred style is quite different than what was asked, so I better play it safe, I think. I plan to get it 80% look-a-like first and then add personal flare to it in small portions at the end so it doesn't take away the original feeling.
Having lots of fun so far!:) |
Looking good. For some reason, it looks like a rather small structure, though. Maybe lengthen and perhaps thin the main tower some. Good start!
|
1 Attachment(s)
I built a nice shader network for metal panels, that I can apply individually to each polygon face in my turret. This makes UV mapping trivial since I can just unitize the UVs. However, I want each panel to look slightly different, without having to modify the shader for each one. The shader includes noise nodes, but they produce the same pattern every time. I tried to hook some sampler info attributes into the noise node's time input, but it didn't turn out that great. Can anyone suggest a way to randomize a repeatedly applied shader network? Sample picture below and network next message.
|
1 Attachment(s)
shader network.
|
You might want to reconsider.
The majority of game engines probably won't support such shading networks, mostly because of the amount of memory that would be needed for each one. |
1 Attachment(s)
A new update on my building.
|
I see what appears to be a row of cylinders just below the terret. Care to give a close up of the detail there? I'm curious as to how many polys you put into that and what it looks like close up.
|
I like the detail on the shapes - has a nice overall look. As Mike suggested maybe raise the tower a bit?
|
1 Attachment(s)
Uh? That was just my attempt to make some windows for the turret, though now it reminds me of an accordeon.... :(
|
I already raised three times! But I'll do it once more....:banghead:
|
If you'd still like to use that shading network, you can fake it:
Render out a nice 512x512 top view of a plane with the texture. Save that image and use it as a texture for the actual objects. A few different varients of the shading network will give you a nice start to throw on some of you're objects. I find when creating a scene (not just an object) having even minor texturing helps me visualize the whole thing. But maybe thats just me cause everyone else seems to be waiting (except Natalia) |
1 Attachment(s)
I addded some pipes to the building, but I think I'll get on with texture for now, and come bakc to finish modelling later.
Vectorman, thank you for the input, but what I wanted to figure out is how to build a single shader network that will generate random texture pattern for repetitve objects. There should be a way to do it, it would save a lot of work (or a lot of tiling patterns) but I don't know how to make it simple enough for game engine to support it. |
Cool
That is looking Awesome!!!!! excellent.... Scraggy...
|
All times are GMT. The time now is 01:19 AM. |
Powered by vBulletin® Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Simply Maya 2018