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[WIP] Modular assets testing

  • moc
  • July 22, 2011 at 5:34 AM
  • moc
    • July 22, 2011 at 5:34 AM
    • #1

    Hey folks,

    I'm currently trying to build a set of modular assets for the UDK. From the general concept I have a setting insipired by trashy Sci-Fi in mind - here's a screen of the current state:

    [Blocked Image: http://www.abload.de/img/assets_01cibd.png]

    Unlit / Wire:

    [Blocked Image: http://www.abload.de/img/assets_01wfvcno.png]

    Closer with preview lighting:

    [Blocked Image: http://www.abload.de/img/assets_01screenr8oz.png]

    Everything's still pretty early WIP and I've got much more cleaning up to do - at the moment I could fix some of the light-seam-problems with a second uv channel and by correcting normals, but there is still a long way to go... also I still don't really know what I'm going to do with the textures/materials.

    My goal atm is to have a basic set of assets working / looking / handling well - after that I think I'd like to make a little level but I'm not planning too far, because I want to concentrate on getting the base parts right.

    I'd like to know what you think - all input is welcome (:

  • moc
    • July 23, 2011 at 1:01 AM
    • #2

    -Update-

    Sooo this is going to be a base. On the moon. Here's a concept of the outside:

    [Blocked Image: http://hs1.abload.de/img/concept_outsidennyp.png]

    Also I've worked on the assets and also changed the asset textures to a less colourful and clearer theme:

    [Blocked Image: http://www.abload.de/img/assets_02screenuwcf.png]

    I'v painted over a screen to get an idea of how this could look like:

    [Blocked Image: http://www.abload.de/img/assets_02overdrawnscreawf2.png]

  • e-freak
    • July 23, 2011 at 8:55 AM
    • #3

    ah the paint over looks cool! needs more big ass round screens though:

    [Blocked Image: http://www.globalnerdy.com/wordpress/wp-content/uploads/2009/05/fake-rand-computer.jpg]

  • Jenn0_Bing
    • July 23, 2011 at 9:43 AM
    • #4

    I'd say try to tie you yellow colour into some more of those pieces in your paint-over, such as the stairs. You don't want to overdo it though. It may also be fallout from your WIP lighting but there's not a lot of contrast between the floor and the ceiling.

    I like the look of you concept, I think the retro style e-freak is suggesting would fit in pretty well.

  • moc
    • July 24, 2011 at 7:46 AM
    • #5

    Cool, thanks for the replies (:

    I thinks it's a good Idea to carry the colour even further onto the base parts - but I'll just have to see if/where that makes sense (atm I think it's some sort of isolation foil... so.. space... isn't as cold... whatever sounds reasonable^^). I think atm the basic scheme consists of passive, structural parts being gray/orange and more active/useable parts being lightgray/blue. The preview lighting makes for some ugly artifacts.. but I've got two lights on the ceiling, so the floor is pretty much flooded.

    Yeah - big round screen is a go! I also now remember a German tv show - very old and also still pretty awesome - which was aired in the late 60s: "Raumpatrouille Orion" (translates "Space Patrol Orion"). They used to have these very creative but cheaply build sets, great stuff. It's not exactly where I wanna go with this, but nonetheless I think its a good source of inspiration:

    [Blocked Image: http://www.abload.de/thumb/controls_005y8uc.png]

    Been fixing some issues with the assets and experimenting with a new floor, it has a transparency mask and produces shadows onto a lower floor. I'm not sure if I'll stick with it.

    [Blocked Image: http://h5.abload.de/img/assets_03floor2fj1g.png]

    Just minor 'real' changes, there was an error which caused the models textures to mipmap strangely so they would bleed pixels around the edges. If anyone encounters something similar, I enabled "use maximum streaming texel ratio" in the static mesh options. Dunno if thats the way to go, but it certainly helped my case.

  • moc
    • July 28, 2011 at 4:47 PM
    • #6

    Update:

    I've added some props and changed the lighting a bit:

    [Blocked Image: http://www.abload.de/img/assets_05avqsq.png]

    [Blocked Image: http://www.abload.de/img/assets_05bprzg.png]

    Unlit:

    [Blocked Image: http://h4.abload.de/img/assets_05c4p7s.png]

    At the moment the mood is a bit too dark for my taste. Next thing to do is to figure out a better lighting that fits a more peaceful mood. The blue lights may be unsettling? Also some windows may help.

    I'd like to have a set of simpler outside hull models to have a walk around the station on the surface. As long as I'm doing that, work on the other props is delayed. But don't get me wrong - I still wanna have some blinking control panels, screens and technical stuff looking all fancy in there. But that's gotta wait, else I'll never come around doing the outside stuff.

  • Jenn0_Bing
    • July 28, 2011 at 5:59 PM
    • #7

    That new lighting is a big improvement. Maybe add some warmer orange toned lights to contrast the blue (which I'm also digging).

  • e-freak
    • July 28, 2011 at 7:13 PM
    • #8

    ye, big improvement, although:

    http://www.abload.de/img/assets_05avqsq.png

    the corridor looks a bit uncomfortable to walk and the floor texture is very blurry, making it hard to get the scale right. What's up with that?

  • knj
    • July 28, 2011 at 7:40 PM
    • #9

    Yeah you need to work on floor, and it is easy to see where the models are tilled, check your lightmap

  • moc
    • July 28, 2011 at 7:49 PM
    • #10
    Quote from e-freak

    ye, big improvement, although:image

    the corridor looks a bit uncomfortable to walk and the floor texture is very blurry, making it hard to get the scale right. What's up with that?

    Guess that's the preview lighting:

    [Blocked Image: http://www.abload.de/thumb/lightartifacts8p2g.jpg]

    I'll try to get a better camera position for the floor and recompile the lighting on a higher level - I hope this'll do it. Also I haven't added a lightmap to every model yet, that's why some of them look... not too good

    I will change that before adding anything else.

  • knj
    • July 28, 2011 at 7:52 PM
    • #11

    Oh, maybe:) biuld the light and then show some stuff too

  • moc
    • July 29, 2011 at 2:21 AM
    • #12

    Thanks for the feedback (:

    I changed the lightmap resolution for the floor plates (64), this is rendered with high lighting settings. I don't think it is too bad, but if it should be a problem further along, i can just replace the floor above with a solid one.

    [Blocked Image: http://www.abload.de/thumb/assets_05dsu7c.png]

    I'm also always fighting with the seams - trying to get the normals right and using continuous lightmap channels to keep the artifacts/deformations low.

    On production lighting most of the seams aren't visible anymore, but I still have sometimes weird bleeding artifacts on the edges when there's a bigger distance between the camera and the props, as if the mipmapping gets too sloppy and literally spills the diffuse and also the lightmap texture across the uv map?

    This can be seen above on the lower picture with the last right piece of the corridor.. the little yellow stripe in the air floating. I've already added padding in the uvs and tried to improve the lightmaps, but these lines keep staying. They are not that bad, but they annoy the hell out of me.. if anyone has an idea ... I've already read through some threads but they keep repeating the stuff I'm already doing..

  • twiz
    • July 29, 2011 at 2:59 AM
    • #13

    Ah that is better. Previous pics made it look like the floor was an extremely stretched texture.

    It looks really nice, digging the style and the colors.. but I have to ask.. What is the orange wall supposed to be? I can't tell if it is soft or hard. Kinda looks like painted orange concrete or something, but with the noise in the concrete much too large(both in scale and depth). TBH right now it looks like the wall is a cheeto.

    [Blocked Image: http://img17.imageshack.us/img17/3796/20090403cheetosgiant.jpg]

    Maybe I'm just hungry...

  • moc
    • July 29, 2011 at 3:33 AM
    • #14

    It's supposed to be an isolating gold foil (some sort of termal coating), I remember it from the apollo modules.

    Also google found this one with a finer surface structure:

    http://%7Boption%7D[Blocked Image: http://photojournal.jpl.nasa.gov/jpeg/PIA14055.jpg].

    In motion it looks not exactly like that, because it has a glossy specular on it.. but now that you say it... it really looks a bit like cheetos. o=

    Perfect. I'll just call it done - there is nothing that could make this any better!

    ...

    Okay, changed the specular and color a bit less orange and more yellow, looks a bit meh in combination witht the blue light, but at least it's easier to read:

    [Blocked Image: http://www.abload.de/thumb/assets_05e3rbo.png]

  • twiz
    • July 29, 2011 at 4:41 AM
    • #15

    Ah! That makes more sense. In that case, I'd go with a more polygonal look, metal foil tends to crease in bigger polygon shapes with sharp lines, not in circularish blobs. Definitely need hard angles on the highs/lows on the normal map.

    I think you went too far towards yellow on the coloring, maybe halfway between your orange and yellow.

    I googled "gold foil", perhaps these will help:

    http://www.istockphoto.com/stock-photo- ... exture.php

    http://www.shutterstock.com/pic-3447526 ... -view.html

    http://www.shutterstock.com/pic-1054261 ... paper.html

    You could tweak the blue lighting towards purple a bit, that would get you more towards the compliment of yellow-orange. Perhaps this gadget would help you nail down a lighting color that pairs with your wall color:

    http://kuler.adobe.com/#create/fromacolor

  • moc
    • July 29, 2011 at 11:58 AM
    • #16

    Next one - I like it much better, also bit better colorwise (btw: cool gadget - i generally use colorschemedesigner, but yours seems to be handier)

    [Blocked Image: http://www.abload.de/img/assets_5f_goldfoilbkk4.png]

    Don't mind the ugly spec maps - they're over the top (especially the metal) - I just put the new textures onto the material - there's no good looking tiling whatsoever atm, just to get a feeling for the look. I'm not sure if this has too much contrast. I guess I can make it looking more soothing/relaxing after it's basically not crap anymore

  • Rick_D
    • July 29, 2011 at 2:47 PM
    • #17

    muuuch more believable!

  • twiz
    • July 29, 2011 at 9:04 PM
    • #18

    big improvement! immediately identifiable now.

  • JamesKing3d
    • August 3, 2011 at 5:28 PM
    • #19

    other than reducing the scale on that gold texture, it's much better. perhaps go for the same scale as before.

    I would suggest looking into tv shows or movies that did the modern sci-fi thing right, to get an idea for lighting. Moon, Firefly, even going as far as Fifth Element. thats the first flick I thought of when I saw that gold gaudy color reigning over your map. super dark corridors in space usually mean horror. (Alien, Advent Horizon.)

    if you want calming chilled out feel, try to keep more white tones, with lots of light bounce. Moon did this, as did alot of 2001:A Space Odyssey (space station interiors.)

    James

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