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TWahl

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Everything posted by TWahl

  1. Also josh I am wondering, how does the leadwerks renderer handle objects that are not made of closed geometry? If I make a wall piece that is essentially a one sided plane with detail on the side facing the player, will I have any performance issues with things being rendered behind it? As opposed to making actual closed models that snap to each other (which results in higher polygon counts)
  2. Yeah everything will be on a power of two grid. The modeling I will do after the diffuse textures are created, which I will put the textures on a flat plane and use edge insertion/extrusions etc. to add some more volumetric detail to the modular pieces. Not all of the textures will receive this treatment as some of them have rather flat details in general (i.e. a floor, flat-paneled wall, etc) where normal mapping/parralax will suffice. The very cool part about this though is that I can even split the textures apart or combine materials to generate even more varied pieces just by, for example, combining a top half for a wall of one type of block with the bottom of another. Yes displacement maps I will also be throwing in, although I do not know if I will enable them in the materials or not since (at least to me) textures can look very weird and almost like they are shapeshifting if you look at them from a very steep angle. Maybe it is just my video card or something (working on a laptop with an integrated chipset). Really cannot wait to get to this stage though!
  3. Got myself a copy of CrazyBump today and I will be utilizing this in my workflow to more efficiently create the texture maps (and allow more fine tuning). These are a few peeks from the 3D preview window (only showing a couple since I do not want to give too much away... yet! ) Thanks
  4. Helder Pinto and Philip Klevestav's collaboration project "Arbor Vitae" is likely how I will be doing my modular designs: http://polycount.com/discussion/127659/arbor-vitae-udk-scene-wip The first few images in his thread show their modular workflow. A very interesting read as well. Lots of great work from these guys and they are also a large source of inspiration for my work.
  5. Sorry I am not the same person but on the first page I outlined my plan for selling all of the content of this project. This will almost be more of a media pack than a texture pack (will be making modular pieces for corridors and such) In the future I plan on doing content of other genres like dungeons or modern themes. And also smaller model packs and characters, weapons etc.
  6. Thanks! Price is still pretty TBA and I will not know until things get finalized in the future (likely a couple months away at current pace, give or take).
  7. After further review I am converting all remaining old 512 textures to at least 1k on the largest side. I decided that 512pix, while still a fair size resolution, simply would not cut it for me and if I upgrade to this resolution then it will allow me to cram more detail into painting the diffuse maps. The older textures in the previous scenes that I made are also getting makeovers as well. This will pay off greatly in terms of visual fidelity and clarity. Still chugging along guys. I promise I will start posting more "complete" updates soon but I keep uncovering more things that I need to fix up, luckily I am closing in on the home stretch of the dirty work. P.S. The compression you are seeing is a result of the online image watermarking program I am using. Another little teaser just 'cause (and yes, I was inspired by David at Eonworks to make this one):
  8. Just remember that whenever you download any textures or game art from external sources always check the user license agreements to make sure that they are royalty free or free for commercial use with credit to the creator - very important.
  9. If you really want to create something stunning then you also have to have good art/3d skills as well. You won't get great results if you don't have good 3d assets to create a scene with - if you are fairly adept at 3d modeling and texturing you might want to look into some tutorials on the internet (or paid) for how to create next gen style assets and/or scenes.
  10. What about the fps demo that comes with leadwerks? With the crawlers and the elevator in it?
  11. Just wondering since I have a little time to think, what are some other things you guys would like to see? Besides characters and weapons (that will be a separate deal in the future since that is a project in and of itself). I want to do modular walls/corridors/rooms/caves and environment props, but is there anything else in particular that I am not thinking of that would be particularly useful? If I have time I want to try my hand at modeling a vehicle for a garage setting as well, maybe like a tank or an all-terrain ATV mining vehicle. Any criticism and input is appreciated TWahl
  12. I will leave you guys with another teaser/treat for today, finished wrapping up all the curvature maps for the newer textures and batched old ones. Next task will be to go through some of the original textures I loaded into the previous screenshots and add more detail/increase resolution. I will also have to compile all the AO maps for the 100+ textures. This weekend I am going to be taking a break from this project but work will resume next week.
  13. I do not think I will provide anything right now in regards to PSD files, but I can tell you that basically it will be exactly as they are exported (meaning that no layers will be merged or locked). You could take it down to a really basic level (no scratches, dirt, etc) if you wanted to. And this includes specular maps as well, which I will be providing photoshop files for. This allows the most creativity. Thanks for inquiring though! And I am glad to hear that you guys like my work. Stay tuned for more stuff!
  14. It does have baked lighting, I did a quick bump map filter to accentuate detail not in the final product
  15. Alright, so here are what the final numbers are going to be. I have not started making the diffuse maps yet but I am getting close. Just need to wrap up this phase of the process soon and I will be good to go. These reflect the amount of unique textures and not their variations: 42 wall textures up to 2K resolution. with most being 512 and 1k 48 floor textures from 512 to 1k 30 or so miscellaneous/trim textures (do not know the exact number currently). Most of them are strip textures or are textures from 512 to 1k so that is around 120+ unique texture maps that will be in this pack (again before the minor variants are factored in) This will be a huge undertaking for me and I think I am going to take a small break once I finish making my curvature maps to catch up on some other things, however I am very committed to getting this done. So far I estimate to have close to 50 hours sunk into this project and there will likely be many more to come, but it will be worth it. --------------------------------------------------------------------------------------------------------------------------------------------- My goal for this package now is to create a toolkit for making realistic scifi environments, and as I mentioned I will also be making some modular wall pieces that will fit the textures as well as some trims and pipes and whatnot to supplement your scenes. I also aim to create a few doors as well and include various sound files. Decals such as oil, blood, dust and alien growth will also be included. I have also done some thinking and since there is going to be so much content, I will release 4 different versions that will cater to different project sizes: 1. Silver pack - this is going to be a very basic pack that will be free of charge, almost a "demo" that will include only a limited select number of assets within it. Sound files will be included and so will a few 3d models and assets, but my aim for this version is to make lite pack for those who are interested but do not want to fork over a lot of money at once at the risk of not liking the pack in the end or it not suiting their project needs. An example scene will be included. 1k textures will likely be the max resolution and there will only be around 10 texture maps, give or take. 2. Gold pack - A middle ground between the silver pack and the platinum pack - which means that around 50% of the assets will be included. Fairly self explanatory and should appeal to those who do not need so much content for a project. 3 Platinum Pack - This includes everything and will be the most expensive. On top of this I will be including the original .PSD images so you are free to tweak and create your own variants to suit your needs. This will contain the most 3d assets and sound files as well and multiple example scenes. I know this is a big update but I just wanted to key you guys in on what is going on so far! I cannot wait until this is done. Until my next entry, enjoy a 1k texture I have already made:
  16. Was lucky to find some more (good quality) textures on an old hard drive of mine today. Here is a peek of one of them I have since made it seamless along with its respective maps.
  17. So far I have created around 90 unique texture maps, I still have not started the painting process yet but that should hopefully come next week. I have also been learning Maya LT lately as well so I am thinking when that is done I might do some modular sets that work with the LE editor grid. Still busy... TWahl
  18. Here is a little sneak peek of my progress: Thanks
  19. Work has been progressing on some of the newer textures - I have about 25 new height maps created so far today and rendered all of the respective AO maps, etc. in xnormal. Since I am creating some new textures I might go ahead and recolor most of the older ones, so the color palette over all of them is unified. This may allow me to generate some "cleaner" versions of the textures, allowing even more versatility and variation within them. The same general color palette is going to stay however so don't expect any super drastic changes, more of a quality refinement. This most likely means that the release date will be postponed just a tad, depending on how speedy I am, but I feel this would lead to a greater amount of possibilities for creations. I also have areas on some of the older textures I made that could use some more details. My workflow for this will be to create a template .psd in photoshop which I can use as a master to speed the process up quite a bit. I will essentially be doubling the amount of available unique textures before I even create different variants of each one! You guys will be in for a treat. Have a good day guys!
  20. Thanks Josh! I thought the same thing. I also took your advice and turned shadows off for those lights - it did nor really make any difference in the visual fidelity at all. Nothing too much to report today other than I worked on the same "mining station hallway" scene. Not a fan of the orange light in the middle, will probably change that up. Tonight I found a lot of other un-textured height maps on my old laptop that I also created some years ago which I will bring to life in this pack. Right now there are around 30 or so materials included in this - by the time I am finished we will probably be looking at something close to 50+. I am also working on creating some more variants of existing textures - textures with different colors of paint on them, different tints, etc to add even more versatility. So the release date will be postponed a bit, but hopefully I should have this thing wrapped up by the end of June. Right now I am undecided on price but when I am finished I will have a better idea to judge what value I am willing to sell this for. I also have to create thumbnails and stuff as well, for when I upload the files, but this is not too difficult of a task. Thanks guys and enjoy a bit more eye candy! Feel free to ask me any questions about anything.
  21. Was very happy with this scene, an adaption from the previous screenshots. I haven't had time to progress on the model conversion yet today since I had some long shifts at work but I really liked these shots so I thought I would show them. The cords are from the leadwerks scifi pack on steam that have my materials on them. I will probably model some new ones of my own and add them to the pack. After some thinking I will probably release the models separately as well - at a price that is cheaper than the materials pack. Again, these scenes are composed almost entirely of csg brushes! Have a good one folks.
  22. Hey again guys, nearly done with this little project. I found some scifi models that I will be adding to the pack to sell as well so I am currently in the process of getting them scaled properly and put into leadwerks. In the meantime, here is a little work in progress shot of another test scene I created. This one is not super perfect as I kind of whipped it up really quick to test some concepts (lighting needs some work and it is a little empty, etc). Thanks for the support!
  23. Here is how I implemented that guy's script, for a little more clarification: (line 337)
  24. I had to take out a couple of dashes in the beginnings of each line for it to work, only took a couple of tries. What kind of problems are you having with it? Also I had no idea about the F12 key lol
  25. I see... That actually makes a lot of sense! I have no experience developing for vr so I would not know that lol. Thanks for that interesting bit josh!
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