View Full Version : GameArtisans - It's time to arm yourselves.
Lamont
09-11-2009, 09:54 AM
Unearthly Challenge is about to start 5.5 days from the time of this posting. Yes, yes, it's a friendly contest between a few forums. BUT that does not mean we don't want to take first!!!
The collective knowledge between us all is great. So we have to share it. Let's use this thread to post up images, do research on a technique or a bit of software, answer questions on anything that will help any 2D or 3D entry take home the gold!! As artist, we know motivation can make or break any project. If you're not feeling it, then you just won't put your heart into it. We have those little projects on our hard drives that haven't been completed. So let's keep each other motivated.
Anyone is free to jump on MSN or email me with any questions. I'm online a lot. Also, if you see me on PSN or XBLive don't hesitate to ask a question, I can jump off after the mission and help out. The software I use : Maya, Lightwave, ZBrush, Photoshop and UnrealED.
NOW GA... ARE YOU BUTTERFLIES?! OR ARE YOU MURDER-FLIES!!
http://www.digitalweaponx.net/brocksamsonks7.jpg
May the best GameArtisan take the gold!!
seven
09-11-2009, 10:41 AM
werd... I'd like to see GA take it!
Amethyst
09-11-2009, 11:13 AM
:2thumbs: Lamont, that is a very impressive "pep talk". Maybe GA will land the GOLD this time, but if not, have fun nevertheless and learn environment art.:thumb: :)
cookepuss
09-11-2009, 11:16 AM
Jeebus. What are y' doing to me? I'm still finishing my ComicCon entry. :p (Yeah. I know it's over. Shaddup. :p)
KEDavidson
09-11-2009, 11:19 AM
You are... a beautiful, beautiful, butterfly...
Amethyst
09-11-2009, 11:57 AM
cookepuss, you and Fredh are one of a kind in piling up unfinished work!:lol:
Lamont
09-11-2009, 12:15 PM
http://www.vgblogger.com/wp-content/uploads/Games/HeavenlySword/EnvironmentArt/David%20Temple.jpg
http://www.vgblogger.com/wp-content/uploads/Games/HeavenlySword/EnvironmentArt/Arena.jpg
http://www.vgblogger.com/wp-content/uploads/Games/HeavenlySword/EnvironmentArt/Desert%20Level%202.jpg
http://www.vgblogger.com/wp-content/uploads/Games/HeavenlySword/EnvironmentArt/Desert%20Level.jpg
http://www.vgblogger.com/wp-content/uploads/Games/HeavenlySword/EnvironmentArt/Ch4%20Crossbowmen%20Temple.jpg
http://yoda.dip.jp/Game/TombRaiderUW/TombRaiderUW_13_360.png
http://ps3media.ign.com/ps3/image/article/848/848764/tomb-raider-underworld-20080130053651053.jpg
Lamont
09-11-2009, 12:29 PM
Some links:
http://keiththompsonart.com/
http://keiththompsonart.com/images/full/church.jpg
http://seithcg.com/wordpress/
http://www.seithcg.com/pictures/misc/crysis/crysisMap_001.jpg
http://www.seithcg.com/pictures/misc/crysis/crysisMap_002.jpg
http://www.seithcg.com/pictures/misc/crysis/crysisMap_003.jpg
http://www.seithcg.com/pictures/misc/crysis/crysisMap_004.jpg
http://www.seithcg.com/pictures/misc/crysis/crysisMap_005.jpg
http://www.seithcg.com/pictures/misc/crysis/crysisMap_006.jpg
http://www.seithcg.com/pictures/misc/crysis/crysisMap_007.jpg
http://www.seithcg.com/pictures/misc/crysis/crysisMap_008.jpg
http://www.seithcg.com/pictures/misc/crysis/crysisMap_009.jpg
http://www.seithcg.com/pictures/misc/crysis/crysisMap_010.jpg
Lamont
09-11-2009, 12:31 PM
Those of you who need tools to get from Maya to Sandbox:
http://seithcg.com/wordpress/?page_id=57
ActorX tools:
http://udn.epicgames.com/Two/ActorX.html
Lamont
09-11-2009, 12:39 PM
More links to awesome artist:
http://www.envart.com/
http://www.envart.com/portfolio/hh_nd01.jpg
http://www.mikeyspano.com/
http://thaur.wordpress.com/
http://polyphobia.de/html/wordpress/?page_id=67
http://mathieureynes.blogspot.com/
http://www.cencoroll.com/
http://izmojuki.blog.shinobi.jp/
http://www.studio4c.co.jp/english/
Rayph
09-11-2009, 02:29 PM
Soooooo looking forward to doing some environment shizzle. :D
Lamont
09-12-2009, 01:22 AM
Deadspace conecpt:
::LINK::
http://simoncpage.co.uk/blog/wp-content/uploads/2008/10/concept_desolate_hallway_download_021208.jpg
(http://simoncpage.co.uk/blog/2008/10/24/dead-space-gallery-of-concept-art/)
Lamont
09-12-2009, 02:10 AM
Here is a post made by Frozan:
Alright here is a mild break down to how I was getting the look i wanted to go for. defiantly ask questions if any do come to mind. The main reason to create this asset was not to finish but rather to understand more on color and how it works. One major thing I would stat to anyone wanting to paint textures is to make sure not to use black when coloring. If you bake an AO tint it at least. also the Burn tool and dodge tool are great but only when used a little. can be over done very easily.
http://www.digitalweaponx.net/D3FUN0breakD.jpg
Brushes">
Im going to be honest in that I have had these brushes forever and cant truly remember where they came from. if i had to take a strong guess it would be from polycount. props to who ever put them up on PC way back when.
Brush 1 is what i used to block out values and shape. very broad strokes and one of the most used and powerful brushes for this project.
Brush 2 was used very little but helped in added small details almost like pock marks in stone which catch small shadows that the human eye naturally registers as the norm. without those it can be mistaken for something other then a stone or rock like material.
Brush 3 I used to help define larger shapes within the block out shapes from brush 1. could be and was used a lot to make areas look a little deeper then the rest of the stone. one good example was using this brush to block out the cracks and it made very irregular shapes that made the cracks less artist crafted and more naturally broken.
Brush 4 was kind of a mix between 2 and 3. larger shapes of detail but also pock mark like. slightly larger this brush would tend to make. this brush was mainly used when the mesh I was painting was either getting close to the ground or close to another object. almost a gunk build up like brush :P
Break down of the small study in the top right of the image was how i made the stone texture for the D3 Fan asset">
Starting with brush 1 I added each of the colors in the pallet from bright to dark. defining the difference between the brightest and the next one down helps to make a nice edge from drop off. this drop of would be the edge of the stone where it becomes the side. the top side of a stone tends to receive the most light which would explain why its so light on mainly just the top area.
Next using the same Brush 1 and the eye drop tool worked on blending the colors roughly together so they did not just look like colors painted next to each other.
After making the colors look alright next to each other is when the details start comin in. using brush 3 im able to pull and push large shapes from the colors already layered in. eye dropping the light area and using that would result in a pull toward or bump forward. using darker colors resulted in almost pushed in or inward chip away.
With the burning tool I went ahead and used brush 4 and 3 on the bottom edge to make it a bit darker. this would be a good area for the bottom of stone meeting the ground or the next layer of stones. make sure ur also not going overboard with the burn.
Doing the same with brush 2 but dodging on the top area gives some nice little spec like details.
now time for the small small details. when using brush 1 i made the brush really small and started picking a bit at the edge of the transition of brightest to next shade down. using the light color i could sharpen the edge of the stone. to help make it look even sharper i took the darker colors and cut put some little chips as if the stone had chipped away a bit in small areas.
after that i made the brush even smaller and did some long small lines as if its scratched. after that I went in and added some little edge highlights in areas the kind of pull definition from the areas we push and pulled with brush 3 and 4.
the real magic is after all this is said and done and ur lookin at it. try using a filter called sharpen. only do it 1 or 2 times. it will really make your shapes pop.
Hope this helps anyone who was looking into this. i learned a bit thats for sure. :)
Mrpearlzildjian
09-12-2009, 03:14 AM
Hey Lamont, why don't ya post the link to that tiling thread of mine you helped make hot? I think it's a great ref.
Lamont
09-12-2009, 03:26 AM
Here you go:
The files are done. I will upload a link for you to DL all the source for this. I'll edit this post with info in a few moments.
----------------------------------
Ok, so I did something called a "grey pack". Each channel in a certain image controls where something will show up. I've never been able to get all 3 working in Maya, I test the tiling as I work on a section.
http://www.digitalweaponx.net/Forums/GameA/TiledTshots_03.jpg
In UED, I set up my material as follows. You can set up a master material and use it for all your terrain bits by exposing certain params (tiling factor and images used).
http://www.digitalweaponx.net/Forums/GameA/TiledTshots_02.jpg
The result is something like this. I pray you spend more time on it than I did.
http://www.digitalweaponx.net/Forums/GameA/TiledTshots_01.jpg
-----------------------------
As for the terrain editor in UED. That's a whole 'nother ball game. It does all this pretty much the same (only better). But editing can be a PITA. I prefer bringing in chunks of meshes and creating collision for them.
You can download the source files here: ::LINK:: (http://www.digitalweaponx.net/Forums/GameA/TiledTutorial.rar)
I use vertex colors every now and then, like if you can't tell, then I'd use it. Sometimes you can see that obvious vertex color blending between texture transitions.
In Maya, just paint with red, green or blue. Have some good blending.
http://www.digitalweaponx.net/Forums/GameA/TiledTshots_04.jpg
Ignore UED not showing the node previews correctly.
http://www.digitalweaponx.net/Forums/GameA/TiledTshots_05.jpg
http://www.digitalweaponx.net/Forums/GameA/TiledTshots_06.jpg
Here are the files. What you want to look at is how I used the texture for the single and double. I can put like 3 road variations on the single road UV sheet.
As for the double, it's just easier to work with. Take a look at the UV relationship editor and the road material on that one.
http://www.digitalweaponx.net/Forums/GameA/RoadTshots_01.jpg
http://www.digitalweaponx.net/Forums/GameA/RoadTshots_02.jpg
Download the source files here (MAYA 2009): ::LINKY:: (http://www.digitalweaponx.net/Forums/GameA/RoadTutorial.rar).
If you want to see how this is set up in UED, let me know.
Mrpearlzildjian
09-12-2009, 07:15 AM
Thank you sir. Fear not, I will be using those tuts, gonna have an unreal editor DVD sit in tomorrow night and cram like a college student 5 hours before his semester final...
Lamont
09-12-2009, 07:28 AM
Thank you sir. Fear not, I will be using those tuts, gonna have an unreal editor DVD sit in tomorrow night and cram like a college student 5 hours before his semester final...There is another level on top of that :). I wanna show a neat trick for buildings. Right now it only works in UnrealED, unless there's a Sandbox/Hammer expert laying around?
Lamont
09-12-2009, 10:46 PM
Starting the tut for buildings and such. Should carry into other things.
Lamont
09-13-2009, 01:23 AM
Here is how I do decals, colored grunge and debris.. err whatever you want to stick on a building. My whole take on material creation is to examine the scene and come up with a list of materials I'd need. From there I see what materials I can consolidate. And from there I make Master Materials, and anything that needs that material I make an instance and change only a few parameters instead of making whole new nodes.
So here is the wall in Maya, I have two UV sets: One for decals, one for the brick. And I liked the UV sets where map2 is linked to the decal, and map1 is for the diffuse. Don't worry about the alpha.
http://www.digitalweaponx.net/Forums/GameA/BrickWallTut_00.jpg
http://www.digitalweaponx.net/Forums/GameA/BrickWallTut_01.jpg
So in UED after I import all the assets, here is how I set up the node. Notice the "TilingFactor" labeled node. That dictates the amount of tiling.
http://www.digitalweaponx.net/Forums/GameA/BrickWallTut_02.jpg
I changed the "TilingFactor" node to 5, notice things still sync up. I didn't have to paint a new decal to match up with it.
The benefit of this is that I can pop in any decal image, any brick image and it will tile correctly and retail the nice brick/painted on look. And this can be used for the majority of my buildings. Add in an AO map and custom lighting if you need. Take this one more step further with a good parallax map network and tie in the second mask for the decal with the grout of the brick, where the edges around each brick shows more wear and tear on the decal.
http://www.digitalweaponx.net/Forums/GameA/BrickWallTut_03.jpg
Questions that may come up:
Q - So why don't you just have an alpha plane over it?
A - It doesn't really look like it's tied into the wall, like it's a part of it. I'd use alpha planes for things like posters and dynamic things. Or if the engine dictated that I needed to for things like this. Also, lighting, as objects in UED that are alpha'd don't get the nice lighting as the other objects. The only way is to have a 1bit alpha (either white or black, no grey) and you'd loose all the nice blended edges.
You can get crazy with this and have a spec value for the painted images in the alpha channel used by a second UV set. Take this value and add it to the spec of the brick. Also you can combine normal maps in UED, by pulling all the channels apart, then putting them back together. This may be overkill, but the surface variations you can get will look badass.
Download source files (Maya 2009/UED) here: ::LINKY:: (http://digitalweaponx.net/Forums/GameA/DecalTut.rar)
Lamont
09-13-2009, 03:56 AM
Also, makes for a good way to do roads, with various road signs and markings on one sheet.
Mrpearlzildjian
09-13-2009, 04:43 AM
Gawww, this is like a bing commercial information overload, lol
I have this thread bookmarked for when I learn unreal e. :P
Lamont
09-13-2009, 05:20 AM
I'm trying to think of something else that most people would have in their entries. But I hate making it so UnrealED-ish, if you know what I mean.
Lamont
09-13-2009, 05:23 AM
Ok, I am looking at this thread and I see a "Rent a Bodyguard" banner. Seriously? Is it going by the subject of my thread?
Shadownami92
09-13-2009, 05:52 AM
how about concept creation? That could mostly be photoshop based, list random objects that really click with certain genres. Stuff like that.
Lamont
09-13-2009, 05:58 AM
how about concept creation? That could mostly be photoshop based, list random objects that really click with certain genres. Stuff like that.Well, we are gonna be given the concept bits. Maybe something on interpretation of the concept? I was just thinking of technical issues that may pop up.
http://www.tentonhammer.com/system/files/images/Urban+Canal.jpg
Shadownami92
09-13-2009, 06:48 AM
but gone are the pre-made concepts of last year. This year, as a new chapter in the series unfolds, the role of concept artists shall truly be unleashed!
I got the idea that we were going to be making the concepts this year, or at least the concept artists for our forum will be. The quote is from the UC website.
Lamont
09-13-2009, 07:10 AM
Sounds like concept art is being made just for this comp. As the ones from last year were from various artist who already had work laying around from past projects.
rickardwestman
09-13-2009, 07:14 AM
hey! nice thread Lamont!
i hope more people would jump in on this, sharing some thoughts. a great idea to boost some spirit before the contest starts!
about concepts. i am no expert or anything and i guess everyone has their own ways of getting an image done. but this is what i basically do:
i don't try to be too specific about what to put in the image at first, just think of some elements that you want to get in there, or a modd or something.
start to sketch out some rough shapes, try more to make out an interesting composition than making anything look nice. and make a few different sketches, always good to explore too much in the beginning than realizing later on that you wanted to do something different.
after you have picked a composition that feels nice, start focusing on the mood and atmosphere. play around with colours and light. still be a bit loose.
and when you got the mood than you can start to pinpoint the lighting and details.
and use references. no artist can really remember how everything looks just out of memory. and you will most likely find a lot of cool new ideas from the refs you find. and save them, always a good thing to pile up some refs and inspirational images.
and remember that there is not really any right or wrongs. mix different styles and themes. that is the great thing about concepts and 3d stuff, that you can have an african bush tribe watchtower in the middle of an hightech futuristic asian city. just go nuts. and the contest is not named unearthly for nothing, just bring us something we have never ever seen before!
i am really looking forward to tis. i hope we will get to make 3 different concepts this year too. will be nice for the portfolio!
good luck everyone, give it your best!
so, here for some cool inspiration.
http://www.conceptart.org/forums/showthread.php?t=168696
http://www.conceptart.org/forums/showthread.php?t=111068
http://www.conceptart.org/forums/showthread.php?t=144614
http://www.conceptart.org/forums/showthread.php?t=164204
http://www.conceptart.org/forums/showthread.php?t=152252
Lamont
09-13-2009, 08:04 AM
Good points Rickard!
This was part of our concept for the game I was on back at Midway. The central group kicked out some badass stuff.
http://i47.photobucket.com/albums/f165/pimpudottcom/elevation_5_1BLOG.jpg
I like this:
http://www.conceptart.org/forums/attachment.php?attachmentid=755671&stc=1&d=1250624901
Fleafa
09-13-2009, 02:56 PM
Great thread!
I wish I could contribute, but my environment art skills are minimal right now.
No doubt this'll prove a great resource to help me change that!
Lamont
09-15-2009, 01:40 AM
Here we go. Get the creative juices going. A little under two days left.
::LINK!!:: (http://www.youtube.com/watch?v=7_IKcMl_a9A)
Mrpearlzildjian
09-15-2009, 06:46 AM
*sad face* I won't be able to participate this year since I'm going for that new build. This thread is making me jealous, lol.
Bbox85
09-15-2009, 11:47 AM
Ahh Yea! Less than 2 days to go boys and girls!! Well... 2 days according to the website... which probably means a few more days after that. Lol, I'm just kidding Fred! :P
Cool thread you've got going here Lamont and everyone. Executing great environment art is different than character art. I think alot of people struggled with that last year. So it's cool that everyone is lending out a helping hand. I'll be here to do so as well.
I noticed that there was some debate on the concepts for this year. Whether or not they'd be provided for us or if we'll have to do our own. The website gave me the impression that the concepts will no longer be provided. It'd be great if they were... I feel like that worked out really well last year. Maybe Fred could clarify what he meant by that. Or we could just wait a few days to see what he has in store for us.
WhiteGuardian
09-15-2009, 08:20 PM
This will be my 2nd year on UC.
Make sure i'm still on GA team :thumb:
Lamont
09-16-2009, 05:06 AM
Here are some more things I think about/do when working on large environments:
- - Break it down - -
Don't let a scene like the one below throw you off. Look at it and find common elements that can be re-used. Then to break up repetition use decals, other bits of geometry even some good old fashioned lighting.
http://www.mumbai-hotels.co.in/data/site/185/busy_street.jpg
- - Composition - -
This doesn't really need explanation. Don't worry about that eff'ed up stroke, worry about the eff'ed up painting you're trying to sell. I like the old black and white movies because of this. Every shot can be looked at as a still and portray that moment because that's all they had to work with. Lighting was pretty much spot on, and the mood was set perfect. Take a look at pretty much any Pixar flick.
http://andrewsidea.files.wordpress.com/2008/06/vlcsnap-7710290.png
I am not a huge The Crow fan, but a lot of the shots were badass:
http://crow.renezain.com/images2/crow/CrowByGrave.jpg
Also, mind your lines. A line is a line, but when that line is curved, kinked, crooked, perturbed or whatever, it can make an objects profile that much more awesome. Use bits of pre-fabs to break up a profile.
- - Recycle, Reduce, Reuse - -
You have a bit of geometry and it kinda seems out of place, say something from a different location with a completely different intention for use. Put it there and see what happens. Try things out, post what you are thinking and just get feedback. Same thing can apply to textures.
Reduce. Reduce the load of creating many little textures, try to combine them into a sheet. For instance, you have your 3 zones on your sheet for the three zones of a wall: bottom, middle and top. You can even take it further and have a side/end caps.
A lot of people get burned out on the texture phase. It can be a huge task... if you make it that way. Plan in advance. Do some paint overs.
- - Lighting - -
This. Is. A. PITA. Plain and simple. It's the overall mood of your scene. Again, take a look at the old black and white movies. The directors still took heed to the colors of things on set and the lights, even though the output was black and white.
Touch of Evil - 1958
http://www.cinematographers.nl/GreatDoPh/Films/TouchOfEvil2.jpg
Any of the Zatoichi films prior to color
http://www.chanpon.org/archive/images/zatoichi/shintaro-lg.jpg
The Seventh Seal - 1958
http://dryden.eastmanhouse.org/media/seal.jpg
Metropolis - 1926
http://www.communibuild.com/rt/metropolis18.jpg
Psycho - 1960
http://img2.timeinc.net/ew/dynamic/imgs/071029/horrormovies/psycho_l.jpg
Hopefully with more time I can pop in another tut or two with how I use UED. If anyone has anything to say about what I wrote above, feel free to chime in or correct me. These are things I've learned over the years, I am only human.
Lamont
09-16-2009, 05:10 AM
Also, again. You should pop into Frozan's WIP thread. Good stuff in there.
::LINK:: (http://www.gameartisans.org/forums/showthread.php?t=9528)
Lamont
09-17-2009, 04:40 AM
It's so easy to destroy... let's love.
http://ps3media.ign.com/ps3/image/article/951/951051/flower-20090204001740105.jpg
http://www.bungie.net/images/News/InlineImages2007/BetaBeyond/Halo3_Last-Resort_Environment-08.jpg
http://www.vertigogaming.net/HUD/Riddick_AoDA_01.jpg
http://i293.photobucket.com/albums/mm46/jeffrey_lowers/RC.jpg
http://xbox360media.ign.com/xbox360/image/article/934/934014/prince-of-persia-20081126005237417.jpg
http://loot-ninja.com/wp-content/uploads/2007/08/folklore-ellenfaerybargest7.jpg
http://www.beefjack.com/wp-content/uploads/2009/05/folklore-womaninfield.jpg
http://news.filefront.com/wp-content/uploads/2007/05/12121212.jpg
http://i39.tinypic.com/33dgtw9.jpg
http://blog.powerchallenge.com/wp-content/uploads/2009/03/ico.jpg
http://www.gamershell.com/static/screenshots/12896/335734_full.jpg
walrus
09-17-2009, 09:50 AM
Hey, Ico! I just repalyed the entire game last week.. it still holds up!
But what are the game images right after the new Prince of Persia? I vaguely remember seeing some screenshots, but don't know the title nor platform. Was it any good, or just pretty?
Lamont
09-17-2009, 09:55 AM
That is Folklore for the PS3. The great game no one remembers. :::Link to IGN::: (http://ps3.ign.com/articles/824/824614p1.html)
I wish they would put Ico and SotC on PSN.
Fleafa
09-17-2009, 10:07 AM
Wow, that game looks fantastic! Never even heard of it before.
One day, when I can afford it, that's going to push me over the edge to buying a PS3 slim.
My 2 cents for inspiration. Concept and screens from my favorite game, Tension:
http://timetogame.ru/uploads/users/10/1235492669.jpg
http://www.cddiski.ru/assets/images/items/i1243006428.jpg
http://www.ferra.ru/images/208/208626.jpg
http://www.kniga.ru/upload/iblock/216/2163b5d13d2e8522e4d31739d2edaac9.jpg
fieldscarecrow
09-18-2009, 04:31 PM
Inspirational links, thanks a lot :)
Lamont
09-18-2009, 11:21 PM
You got higher res image of this one:
http://timetogame.ru/uploads/users/10/1235492669.jpg
This is the kind of stuff I like.
Twindragon
09-19-2009, 03:12 AM
Ive got a question...how do you texture a curved road..with road lines segmented lines without stretching in certain areas etc?
Lamont
09-19-2009, 04:19 AM
Ive got a question...how do you texture a curved road..with road lines segmented lines without stretching in certain areas etc?I just woke up from a nap... I need to get my bearings. Will make an example Maya file tonight. Gonna party it up at the town festival right now. Hope I'm not too plastered to make sense later...
Lamont
09-19-2009, 08:26 AM
im home, drank too much. will post in a few hours
http://media-fanart.theotaku.com/439608-20071017180856.jpg
blankslatejoe
09-19-2009, 11:00 AM
Ive got a question...how do you texture a curved road..with road lines segmented lines without stretching in certain areas etc?
well, there's a couple of tricks.
You could model the road straight, UVit, then curve the road with lattice and deformation modifiers, though youll get stretching.
You could project the entire road top down, and everything gets unique space (not a very...'cost effective' solution)
You could texture the road with a repeating asphalt texture and then create 'decal' models to take the place of the dotted stripes.
I'm sure there's plenty of other methods, but those are the first three that come to mind.
Lamont
09-20-2009, 01:04 AM
Yeah, what BSJ said. But I am a huge fan of multiple decals/layers in a shader to get the effect. This way your decal can use the same normal/spec map as the asphalt. The asphalt will be hard to keep looking good on a curve, but this is where the cracks, road stripes and other decals come in, to hide that stuff. Also, from what I remember from the last time, the more segments in the geo on the curves, the less stretching.
Again, I apologize for being such an UnrealED whore, but here is a quick breakdown how I would do a road:
Textures -
Asphalt tiled vertically with normal/spec
Decal texture of road cracks (with normal) lines and words.
Setup -
Normal maps are combined through the shader network. Then one of the channels from the lines/words sheet will control the intensity of the blue channel from the road/crack normal map (height) and also the specular (additive). From there I'd lerp the decal with mask to the road. The lines are controlled by separate UV param so I can adjust the tiling along the road. The road cracks/asphalt with corresponding normal/spec maps are controlled by another UV node.
Lamont
09-20-2009, 09:18 PM
Inpw, looks like Tension is only available in Germany and The Federation. And I think it's out of print.
Lamont - I don't know about prints, but you right about Germany and CIS. I think it's sad, because this game is realy unique. It's not the PR, I just love it too much :)
May be there is some kind of digital distribution? I can search for this information if you are interested
Lamont
09-23-2009, 04:20 AM
@Twindragon - You're good on the road thing?
Lamont
09-24-2009, 09:36 AM
For those of us who usually DON'T concept, but should... like myself.
http://concept-on-mac.deviantart.com/art/Speedpaint-Step-By-Step003-47675809
http://fc03.deviantart.com/fs13/f/2007/030/7/2/__Speedpaint_Step_By_Step003___by_concept_on_mac.gif
grimdc13
09-24-2009, 06:04 PM
Sweet Lamont!
1) How do you set up the custom colors in your palette, do you drag and add them like in Illustrator?
2)For the perspective lines did you just draw them in with the line too or something else?
usersen
09-24-2009, 09:18 PM
The epic vistas of Brutal legend:
http://www.gametrailers.com/video/the-world-brutal-legend/56371
Aspire to create something that rocks that hard!
Unearthly tomorrow, can't wait!
Lamont
09-24-2009, 09:21 PM
Sweet Lamont!
1) How do you set up the custom colors in your palette, do you drag and add them like in Illustrator?
2)For the perspective lines did you just draw them in with the line too or something else?1 - In PS you click and control click to remove. I would suggest making a new pallete and saving your own. Don't fudge with the default setup. Also, there's tons of pallets included in PS and around the net.
2 - I didn't write that tut, I just found it. My guess is line tool.
Twindragon
09-24-2009, 09:57 PM
Im understanding the road thing fairly well yes
dimperioa
09-24-2009, 10:02 PM
Question: So has Unearthly Challenge started yet? I haven't seen anything about when it starts.
Thanks.
ActsOfBob
09-24-2009, 10:55 PM
Yup holding out here too! When does the actual unearthed comp start for this year?
AoB
fieldscarecrow
09-25-2009, 12:05 PM
Around 12 hours! Get HYPED (http://www.unearthlychallenge.com/2009/en_index.php)!!! :D
KewopDecam
09-26-2009, 07:01 PM
Around 12 hours! Get HYPED (http://www.unearthlychallenge.com/2009/en_index.php)!!! :D
says it's been delayed til Oct 2nd.
Lamont
09-27-2009, 11:18 AM
Heavy rain:
http://ps3thevolution.com/wp-content/uploads/2009/07/ps3-heavy-rain-1229014608-3.jpg
http://www.play3-live.com/screens/heavy-rain/ps3-heavy-rain-1223454000-1.jpg
Lamont
09-30-2009, 08:37 AM
And from the game I am dying to get my hands on:
http://ps3media.ign.com/ps3/image/article/102/1028012/the-last-guardian-20090924003403872.jpg
http://ps3media.ign.com/ps3/image/article/102/1028012/the-last-guardian-20090924003406247.jpg
http://ps3media.ign.com/ps3/image/article/102/1028012/the-last-guardian-20090924003408434.jpg
http://ps3media.ign.com/ps3/image/article/993/993432/the-last-guardian-20090610095335988.jpg
http://ps3media.ign.com/ps3/image/article/993/993432/the-last-guardian-20090610095338769.jpg
http://ps3media.ign.com/ps3/image/article/993/993432/the-last-guardian-20090610095341363.jpg
http://ps3media.ign.com/ps3/image/article/993/993432/the-last-guardian-20090610095344144.jpg
http://ps3media.ign.com/ps3/image/article/993/993432/the-last-guardian-20090610095347472.jpg
http://ps3media.ign.com/ps3/image/article/993/993432/the-last-guardian-20090610095350441.jpg
http://ps3media.ign.com/ps3/image/article/993/993432/the-last-guardian-20090610095353284.jpg
http://ps3media.ign.com/ps3/image/article/993/993432/the-last-guardian-20090610095356472.jpg
http://ps3media.ign.com/ps3/image/article/993/993432/the-last-guardian-20090610095359394.jpg
http://ps3media.ign.com/ps3/image/article/993/993432/the-last-guardian-20090610095402565.jpg
http://ps3media.ign.com/ps3/image/article/993/993432/the-last-guardian-20090610095405393.jpg
Beartastic
09-30-2009, 09:26 AM
Wow that lighting and atmosphere of those Last Guardian shots are incredible.
mdrid
10-02-2009, 05:07 AM
thnkz lamont. this thread really helps a lot. I never did 3D environment before. Have been cramping my head with infos on doing 3D environment. 3D character approaches are quite different from 3D environment, heheh.
Here I share some links >>
http://www.republicofcode.com/tutorials/3ds/unwrap_uvw_mapping/
http://www.game-artist.net/forums/spotlight-articles/7618-tutorial-creating-next-gen-environment-setting-maya-photoshop.html
Snefer
10-02-2009, 09:35 PM
ALL YOUR PREPARATIONS WILL BE IN VAIN! *vanishes in puff of smoke. an awesome puff of smoke, mind you!*
Lamont
10-02-2009, 09:44 PM
ALL YOUR PREPARATIONS WILL BE IN VAIN! *vanishes in puff of smoke. an awesome puff of smoke, mind you!*See? Now we're just gonna make it hurt just to hurt you.
Snefer
10-02-2009, 10:04 PM
See? Now we're just gonna make it hurt just to hurt you.
Bring all you got, I can take the pain! If you cut me, I bleed polygons! ^^
jonny_vee123
10-03-2009, 02:05 AM
you should really make a point of getting that looked at!
(bad pun, i know)
Amethyst
10-03-2009, 07:17 PM
Snefer: You have learnt a lot from Lamont's thread?
Show some golden gratitude :D
grimdc13
10-03-2009, 07:39 PM
Snefer: he have this to say to you:
http://i40.photobucket.com/albums/e202/Lamberyax/motivational%20posters/assertion.jpg
brisck1
10-04-2009, 10:45 AM
Cool concepts guys! Now we know the theme of this year's Unearthly does anyone have any inspiring 'end game' imagery' to help get the imagination going? :)
Lamont
10-04-2009, 03:09 PM
Cool concepts guys! Now we know the theme of this year's Unearthly does anyone have any inspiring 'end game' imagery' to help get the imagination going? :)I think whatever "End Game" we choose it has to be executed in a way that no one would expect. There are so many types of End Games.
Think about this: Does it have to be death and destruction?
brisck1
10-04-2009, 04:39 PM
Good point! that raises some interesting ideas in my head, only thing i might struggle with is removing the 'people' factor from it all and portraying the endgame purely through the environment.
Fleafa
10-05-2009, 11:40 AM
end·game also end game (ndgm)
n.
1. Games The final stage of a chess game after most of the pieces have been removed from the board.
2. The final stage of an extended process or course of events: the diplomatic endgame that led to the treaty.
Essentially it could be the last stage before a resolution or a conflict. Certainly needn't be all death and destruction. Could be entropy and calm.
Of course, it can sometimes be used to refer to one's strategy for this stage e.g. how's your endgame?
Could also read it as the end of a game. I want someone to submit fully 3D, next-gen end game credits!
Arakihc
10-05-2009, 11:48 AM
end·game also end game (ndgm)
n.
1. Games The final stage of a chess game after most of the pieces have been removed from the board.
(...)
A chess game, yes ! Like a symbolism of a check mate. Or a scene like the movie NeverEnding Story. :)
Lamont
10-05-2009, 07:11 PM
Could also read it as the end of a game. I want someone to submit fully 3D, next-gen end game credits!lol!! normal-mapped text with motion blur!!
Fleafa
10-06-2009, 05:18 AM
^_^ Parallax mapped text ftw!
Most concepts I come up with involve characters, like in a stand-off. Maybe a moment of quiet in a battle as it reaches its climactic point.
I'm actually pretty gutted there's no concept art this year. I was looking forward to being able to show how I would work in a team where the concepts are produced by another member. Now, with my lack of 2D art skill for a concept and a topic which begs for characters, I'm feeling a little lost.
Having only done level editing with existing game assets, this is going to be one hell of a challenge for me.
Lamont
10-10-2009, 08:01 AM
How's everyone doing?
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