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TWahl

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Posts posted by TWahl

  1.  

    20 minutes ago, Josh said:

    Okay, so you're good at packing a lot of detail into a texture, but what about building that out into a full level?  I am curious to see what you come up with there.

    I have some ideas in mind.

    Clever slicing and application of materials onto complex objects is one of them, without making it looked "hacked".

    Some other modular workflows utilize this, like this tutorial http://www.thiagoklafke.com/modularenvironments.html

    I will also be creating a few atlas textures.

    There are also lots of "thin" trim and detail textures that I have which I will be using.

  2. 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)

  3. 11 minutes ago, Josh said:

    I am very interested in seeing what you do for the models you are talking about.  When geometry matches details in textures you get a lot of really interesting stuff.  Of course if everything is modeled along a power-of-two grid (16, 32, 64, 96, 128, 192, 256, etc.) it will be super easy to drag around and quickly make levels.  I really like this kind of stuff.

    If you do create heightmaps along with these materials, we can make use of those with the parallax shader.

    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!

    • Upvote 1
  4. 21 minutes ago, karmacomposer said:

    Looks good.  If you are the same person that created the other sci-fi textures on the asset store, I wonder if you would consider creating a bundle deal for all of them?

    Mike

    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.

    • Upvote 2
  5. 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):

    online_digital_watermark_text (2).jpg

  6. 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

  7. 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.

     

    online_digital_watermark_text (1).jpg

    • Upvote 3
  8. 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!

  9. 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:

    online_digital_watermark_text.jpg

    • Upvote 1
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