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Posted (edited)

 

@ penE : where can we grab them ?

thats the link to the workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=171336276

 

 

Cool thanks ! I hadn't understood that these were included in another map ! :)

 

 

i think he wants the models?

 

sharing is caring

 

 

I thought it was another version of the train's models to replace them in the official map. 

Edited by moroes
Posted

Made a lot of adjustments to the textures. Tried to make the edges more uneven in the normal map(though I may have been too careful), and added this to the specular as well. Highlighted edges in the specular more and fixed some colors and added "damage" around the bolts in the diffuse. Went from a default material to an architecture and design material in 3ds max and it seems that these are all steps in the right direction. I am however having a hard time actually getting some good renders out of 3ds max no matter how high my precision and final gather settings are. I'm thinking it's the lighting as I haven't really spent much time on their settings.. I've tried moving the lights around a lot, but with no luck. Here's what it looks like now(definitely more metal to it now?):

 

SM_Wall01_render05.jpg

 

The self-illumination won't shine like it did with default materials though. I guess I'll have more luck with a decent look if I go ahead and get this into a game engine!

 

So is this actually better or did I screw it up?

Posted

Thanks :)

 

Forgot to mention but it's also audio aware. So those orange flashes on the second on are occurrences of a bass beat being detected. Eventually the idea is to make the system music-reactive. 

 

That said my beat detector code is crap right now and barely works. I have to implement something far more robust than what I have now (I need to consider the history of the song rather than the exact moment).

Posted

Cool stuff Alex, looking really freaky! Good luck with audio awareness, would be really nice if you nailed it!

 

 

Try it in the game engine. Still looks like plastic stuff.

 

Ok so I imported the model and textures into UDK and set up a material. Immediately got better results(I'm so shit at 3ds max rendering!!). What do you guys think?

 

SM_Wall01_UDK01.jpg

 

Also note that the models aren't scaled in 3dsmax to fit UDK. They're built in inches, to be useable for Natural Selection 2.

Posted

Max rendering is shit, no worries ;)

 

Still there's lack of specular. Still it's not like metal. Here are some refs:

 

http://level-design.org/referencedb/picture.php?/5369/search/26

http://level-design.org/referencedb/picture.php?/9350/category/17

http://level-design.org/referencedb/picture.php?/9516/category/17

 

Metal is hard go get in game engines. You can use env map (cube map), fix specular a bit and maybe it will work. Again, it's hard do get a nice metal look...

Posted

Thanks for feedback seir!

 

But actually maybe I just don't get it. All my edges are shiny(depending on angle / lighting of course). And the bolts are shiny. I can also see the metal base surface details, which is an overlay in both the normal map and specular map as well, but maybe just a bit less than they should. Do you really mean that there is a lack of specular, or that the specular is just wrong? I can't see where it needs to be more or less:(

 

If I go up more on the specular now, people's eyes will burn. But then again maybe they are supposed to?

Posted

Try adding an environment map to it, should help sell the metal effect a bit more. And do more with your lighting too, it still looks quite dark.

 

Where are these pieces used? They look super clean!

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