environmental art

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Empa

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Aug 7, 2011
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Well, it looks nice. But i dont think it will be very good to use ingame. its too detailed

if you look at a random wall in red orchestra you will see that most walls are completly flat, with textures added to em, you use a normal map (bump map) to make them look like they have depth etc.
 

Drecks

Grizzled Veteran
Nov 26, 2005
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As Empa said they take a flat wall and add a texture with a normal map and a displacement map.
It will create a sort of depth. This example shows some.

In this simple wallmodel I gave depth to these areas in at the red arrows.
But you can see the window texture have some depth at the yellow arrow.

Same as the beam connecting the wallparts. The beam is a flat model.
The normal map creates the illusion of some depth.

I'm lazy so I used Shader map pro to create them. Smart people create them from scratch....


s1.jpg
 
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daschewy

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Jan 9, 2006
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How did you get the program to create the bump map? Did you create a high poly model with the details and go through all that jazz?

I just whipped this barn shed up (for the purposes of learning texturing and UV mapping), and followed ya'lls suggestion to make it one mesh and add detail through the bump maps. Before I start UV mapping and doing all that other stuff, how can I make the model look more 'authentic'? Since its all one mesh Im not sure how to make the sides look not as sharp as they are. With individual pieces its easy to create gaps and make the ends look different, however with just one mesh, Im not really sure.



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daschewy

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So I would go into zbrush to create the high poly wall/roof whatever, create the normal/displacement maps. Apply those to a base texture and then go into blender UVmap the barn shed I made and apply that modified texture?
 

Drecks

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Nov 26, 2005
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So I would go into zbrush to create the high poly wall/roof whatever, create the normal/displacement maps. Apply those to a base texture and then go into blender UVmap the barn shed I made and apply that modified texture?

For the barn I wouldn't do all this stuff. This would be good with more detailed assets.
 

daschewy

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For the barn I wouldn't do all this stuff. This would be good with more detailed assets.

More detailed assets such as?

Do you mean make the barn with more detailed models or models that require more detail themselves (tanks, people, etc)?
 

Drecks

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Nov 26, 2005
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Yeah that last what you said. That barn could do well without all to much detail. But its up to you and what you want to create.
 

daschewy

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Jan 9, 2006
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How would I add edge detail? Is it even worth it for a static mesh. Since I plan on using quite a few (3 dozen or so) house meshes, Im leaning more towards good detail, neither mind blowing nor crappy. Im not sure what kind of current loads the maps have at the moment in terms of absolute detail.
 

Szeder

FNG / Fresh Meat
May 25, 2011
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Hi all, because im waiting for ro2 SDK, and i dont have what to work on, i started modelling building from my city :rolleyes:. this building is WIP, and not even UV mapped :(, and the polygon number is a bit too high...
but i think is nice :)...
Spoiler!
 

Empa

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Aug 7, 2011
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Hi all, because im waiting for ro2 SDK, and i dont have what to work on, i started modelling building from my city :rolleyes:. this building is WIP, and not even UV mapped :(, and the polygon number is a bit too high...
but i think is nice :)...
Spoiler!
Lovely model, however your model is all in one piece? thats gonna be rough to uv map and to optimise for any game i'm affraid.

i suggest you learn how to make modular buildings for some quick pointers heres a link http://www.3dmotive.com/training/udk/modular-building-workflow/
 

Szeder

FNG / Fresh Meat
May 25, 2011
333
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Oradea,Romania
Lovely model, however your model is all in one piece? thats gonna be rough to uv map and to optimise for any game i'm affraid.

i suggest you learn how to make modular buildings for some quick pointers heres a link <a href="http://www.3dmotive.com/training/udk/modular-building-workflow/" target="_blank">[url]http://www.3dmotive.com/training/udk/modular-building-workflow/[/URL]

Is modular, roughly :D, but is still have too many polygons, i think when i will UV map it, i will remove some polygons :D
Spoiler!
 

Lt_Kettch

FNG / Fresh Meat