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UDK Environment - (the) Island
show user profile  Paunescudanutz
-I thought I'll make a WIP thread, it might motivate me better.
-Not sure where I will go with this but i will use this painting of mine as a starting point
-Crits and comments are more than welcome along the way!!!


Portfolio

<---~( Daniel )~--->


read 3296 times
10/8/2011 9:30:02 PM (last edit: 10/8/2011 9:30:02 PM)
show user profile  ScotlandDave
Nice one i`ve been learning some unreal script regards custom pawn/weapon/camera - steepest most obfuscated learning curve ever.

Need more visual info!



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read 3271 times
10/9/2011 2:03:46 AM (last edit: 10/9/2011 2:03:46 AM)
show user profile  Paunescudanutz
I would love to dig into unreal script too but unfortunately i need a better understanding of OO programming, i just know the basics, and unreal script is mainly about classes and objects.I would like to learn how to pull that effing camera out off first person (the Kismet method wont let you rotate around)

Portfolio

<---~( Daniel )~--->


read 3252 times
10/9/2011 10:50:43 AM (last edit: 10/9/2011 10:50:43 AM)
show user profile  Paunescudanutz
I made a small pond to test my ocean material. This is what i got so far:
If you notice any operations in my material that seem weird to you let me know :D i'm still getting used to more complex materials

The normal map that creates my waves is just a photoshop fiber filter with some gaussian blur run through XNormal, i will have to change it, any ideas on how i could make the waves?

Portfolio

<---~( Daniel )~--->


read 3228 times
10/9/2011 6:01:10 PM (last edit: 10/9/2011 6:01:10 PM)
show user profile  Paunescudanutz

made some progress

Portfolio

<---~( Daniel )~--->


read 3145 times
10/15/2011 11:48:58 PM (last edit: 10/15/2011 11:48:58 PM)
show user profile  Paunescudanutz

first iteration of the cliffs, need to add some variation to the texture

Portfolio

<---~( Daniel )~--->


read 3070 times
11/6/2011 12:09:22 AM (last edit: 11/6/2011 12:09:22 AM)
show user profile  ScotlandDave
Taking your time on this? :P

Looks not bad so far. I think the clouds looked better on the previous image. Scaling on the sand seems very slightly off, would also expect those ripples to curve around the rock bottoms if you get me, and possibly some more overall lumpyness/variation. The beach seems to fall off too sharply into the sea. I noticed with your sea material previously, you`d used depth-based alpha, if you could also use a depth-based colour to create a deeper shade further out, possibly some kind of fresnel on the reflections as well ( although there prob already is a touch of that )..

Hope that`s helpful.



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read 3058 times
11/6/2011 1:03:14 AM (last edit: 11/6/2011 1:03:14 AM)
show user profile  Paunescudanutz
hey thanks a lot, really appreciated, i will take in consideration all your observations. One thing tho i changed the material quite a bit since then, i will post an update tomorrow, but I do have some problems with getting a nice shoreline (with foam and all that) I tried achieving that with the DepthBiased Alpha node and i get uneven thickness depending on the view, I will post some images tomorrow to make myself more clear here.

Portfolio

<---~( Daniel )~--->


read 3051 times
11/6/2011 1:27:10 AM (last edit: 11/6/2011 1:27:10 AM)
show user profile  Paunescudanutz
To show you what I meant in my above post here are some images. I made a simple test material of how i thought ill go around creating the shoreline, but it gives bad results, the depth biased alpha node takes in account pixels that are behind the pixels currently rendered (or smt like that) which means it changes with the view.
test material:
Results

Note how the red (foam) is way larger near me and gets in real thin strip right away

So any ideas on how should i go around this? searched the webs and forums but ppl tend to keep things for themselves when it comes to details, they suggest using the Depth Biased Alpha as i am but I'm not happy with it.

I DON'T wanna use decals or a special mesh in the shape of the shore

Thanks!!!

Portfolio

<---~( Daniel )~--->


read 3023 times
11/6/2011 4:18:04 PM (last edit: 11/6/2011 4:18:04 PM)
show user profile  soontekk
loving this, great work, want to see more :o

melting ur brainz!
/ FOS4 / FO2 / Blurb / Twitter / Facebook / Vimeo /


read 3013 times
11/6/2011 8:16:11 PM (last edit: 11/6/2011 8:16:11 PM)
show user profile  Paunescudanutz
hey thanks

Portfolio

<---~( Daniel )~--->


read 3007 times
11/6/2011 8:36:50 PM (last edit: 11/6/2011 8:36:50 PM)
show user profile  advance-software
the proper way of doing this is a fluid sim of the waves then the foam follows from that.

doubt u have the processing power to do this properly yet so will be interested to see what approximation you come up with.


read 3003 times
11/6/2011 8:51:17 PM (last edit: 11/6/2011 8:51:17 PM)
show user profile  Paunescudanutz


I'm more after this effect and I KNOW that the material from that vid is available for download, but its prty complex, and i don't quite understand where the foamy shoreline comes from in his material. I don't want a moving sea mesh a flat plane is enough for me.

AS: I don't only miss the processing power I miss the knowledge (brains) to do such a think (atm that is)

Portfolio

<---~( Daniel )~--->


read 2998 times
11/6/2011 8:58:28 PM (last edit: 11/6/2011 9:00:42 PM)
show user profile  Paunescudanutz

Edit:

blended another texture with the first one on the cliffs, I might add some more collor variation as well

Portfolio

<---~( Daniel )~--->


read 2950 times
11/11/2011 10:20:04 PM (last edit: 11/11/2011 10:24:34 PM)
show user profile  advance-software
@udk wave foam example - looks like several layers of animated textures sliding in/out over each other to fake it.

works very nicely. cool. thanks for posting.
read 2946 times
11/11/2011 10:25:15 PM (last edit: 11/11/2011 10:26:55 PM)
 
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