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UDK Environment - Viking Age
show user profile  jareu
I was really Inspired by Paunescudanutz's island project and decided to download and study UDK for myself.

I'm not sure if anyone remembers but quite a while ago there was a lad who swung past here with an idea for making a Viking game where you're free to pillage and plunder as a Viking. He managed to pick up about 15 or so guys to help him out, including myself, and it was a pretty awesome experience. We got out about 50 models or so and a heck of a lot of concept art & game documentation, but after a year or so everyone's work and study commitments brought the project to an end.

Anyways, long story short, I have a lot of the models I made personally just sitting on my hard drive and I thought it was about time I textured them and gave them a proper home.

Here's an unfinished Viking ship "Karvi" , an ocean and part of an old Jetty. The ocean material took me a good two days to get right. It Still need lots of tweaking, but I'm pretty happy with it so far.

The Shields up-close

and a barrel I stared an hour or so ago. This it the high-poly one for generating normal maps.

I know there is a lot of work to be done to the ship, but coming soon is a barrel of apples, some rope, fishing nets, a wooden bucket etc. then I'll add a shore and start working on a landscape!

He who says it cannot be done is interrupting the man doing it.

read 1961 times
1/13/2012 10:16:30 AM (last edit: 1/13/2012 10:20:34 AM)
show user profile  advance-software
nice. sea material is ok as far as it goes - too much aligned repetition in it - can see tiles (or lines at least) going off into the distance. no proper waves or foam yet, but one step at a time.

looking forward to seeing where this goes. moar !

read 1952 times
1/13/2012 10:32:14 AM (last edit: 1/13/2012 10:45:37 AM)
show user profile  S. Silard
Good start , it needs a lot of improvements . I'm pretty interested how you gonna make it .
read 1929 times
1/13/2012 12:48:28 PM (last edit: 1/13/2012 12:48:28 PM)
show user profile  Paunescudanutz
hooray hooray hooray :D
definitely following this, nice start. I suggest you throw in a Height Fog actor, will make the horizon look more believable.
When you think its worth showing, could you share a snapshot of your water shader? pretty pls!


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

read 1915 times
1/13/2012 1:47:48 PM (last edit: 1/13/2012 1:47:48 PM)
show user profile  LionDebt
Cool, will be interesting to see where both of you take the flexible UDK editor and what your 'end' products look like.

Then you fight to the death.

Edit: Some actual crits,
- Viking shields up close... they should be rounder no? Maybe do some model switching on camera distance, as the top image (of the ship itself) is great.
- It's great but maybe bend the fore boom (what the sail is attached to)
-As AS says, the sea material is too linear and is blatantly tiling! The sunlight reflection (bottom left, top image) is good.
-Big plain white sail? Get some nordic fish-wolf skull emblazoned on there, stat!
-The Jetty looks really good. But to me, the boat should be more of the focus in the environment, and as I said above, it's kind of 'lacking' in certain ways.
-Rotate the bands a bit on the barrel, can't wait to see it textured
-The clouds look a bit flat, and it's odd the way the horizon is completely devoid of clouds for about 1cm.

edit: A lot of sails seem to have this pattern

read 1911 times
1/13/2012 1:55:57 PM (last edit: 1/13/2012 2:09:01 PM)
show user profile  jareu
Finished the barrel and apples!
Created open and sealed barrel types. Also created a disk which emulates the contents of the barrel. For this setup, I've chosen apples, so I rendered a pile of apples inside a barrel with normal maps and applied it to the plane, with a few physical apples on top to complete the illusion:

Barrels need slight Normal map adjusting to make the wood look rougher, other then that I'm happy with them.

Totally agree with you there Lion, The ship is definitely not finished yet. It needs a hardcore couple of days of unwrapping, modeling and texturing to finish it properly, but that is a great Idea about using LOD to make the shields rounder up close.

I'm really looking forward to getting the basic textures and geometry right so that I can have some fun with decals and tribal symbols etc. My priority is getting period accurate material and then adding some artistic licence.

Ocean needs a lot of work, and I'm planning on introducing another set of normals, tiled slightly larger then what is there now and rotated 45 degrees before being merged, which should mask most of the tiling.

here is the breakdown. I'll edit my reply with much more information in the morning, but I'm sure you'll get the jist of it for now. I'd love to know how you got to separated shore information in your shader to get that red band around the edge of the water. I'll have to have a play soon once I've gotten some extra objects in there.

Update coming soon!!!

He who says it cannot be done is interrupting the man doing it.

read 1889 times
1/13/2012 4:32:38 PM (last edit: 1/13/2012 4:32:38 PM)
show user profile  Paunescudanutz
I've done a lot of search regarding the deep/shallow water separation and that's the only method, if you read my thread you can see it's view dependent, which is obviously a downside. World of Warcraft (cataclysm), Crysis, Skyrim, Just Cause 2 are just a few games in which i recognized the same issue with the water, i could say that's the industry standard atm. When it comes to opacity its not noticeable, but if you want to add foam it is.
Thanks for the material :D


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

read 1874 times
1/13/2012 5:25:20 PM (last edit: 1/13/2012 5:26:36 PM)
show user profile  advance-software
> it's view dependent, which is obviously a downside

what you're doing as far as I can see is rendering the water surface after everything else (as is standard anyway as it's transparent), then looking up screen space (projected) depth between it and what's under it (the beach). you're then using that value in the shader somehow.

to get world space depth difference between the two, that's possible. using this would mean there'd be no view dependant element in the calculation.

camera space depth = inverse projection transform of screen z. from cam space -> world space apply another transform. can combine into one. scary maths if you're not used to doing stuff like this, but it's achievable.

a camera space depth comparison would probably be sufficient. I think its just the non-linear projection transform that's giving you trouble.

as an alternative, you should be able to transform your comparison value into projection space so it varies correctly with projected depth. that'd save a transform per pixel.
read 1870 times
1/13/2012 5:29:36 PM (last edit: 1/13/2012 5:44:24 PM)
show user profile  jareu
Alrighty. Made a bucket:

Made some fishies. Put the fishies in the water and in the bucket:

Also made a material for the underside of the ocean water.

Next step is to get the boat looking perfect, then move on to the landscaping! :D

He who says it cannot be done is interrupting the man doing it.

read 1833 times
1/15/2012 4:42:06 PM (last edit: 1/15/2012 4:42:06 PM)
show user profile  Dave
Good stuff, keep it up. It's nice to see more low poly work on these forums, it's especially nice to see people diving right into UDK

"I flew over Egypt once"

read 1812 times
1/16/2012 1:05:26 AM (last edit: 1/16/2012 1:05:26 AM)
show user profile  LionDebt
^ Agreed.

The underwater shot is fecking amazing.

Also, I think the texture on the jetty is so good that it makes all the other wood in the scene look like shit. My two fronats.

Also, on closer inspection the barrel is far too 'thin' from the top view. I like those apples though.
read 1810 times
1/16/2012 1:18:41 AM (last edit: 1/16/2012 1:35:59 AM)
show user profile  jareu
slapped together a character. Lots of work to do to him yet before he is more manly and less baby-faced. Need to sculpt some muscular detail in Mudbox. any crits would be great so that I can see this from a different perspective. Some things don't look right to me, but they would be painfully obvious to you, so speak up! :)

He who says it cannot be done is interrupting the man doing it.

read 1759 times
1/22/2012 3:43:43 AM (last edit: 1/22/2012 3:43:43 AM)
show user profile  LionDebt
His eyes seem a bit too far apart, and his neck/clavicle/shoulder area needs some work - possbily a job for mudbox :)

A handy ref I use for the musculature around the chest/neck region:

read 1756 times
1/22/2012 4:13:50 AM (last edit: 1/22/2012 4:13:50 AM)
show user profile  jareu
Patched up the neck area. Brought the eyes closer together, looks much better. I'll model him some hands and then put him in Mudbox I think.

He who says it cannot be done is interrupting the man doing it.

read 1748 times
1/22/2012 6:13:11 AM (last edit: 1/22/2012 6:13:11 AM)
show user profile  mrgrotey
Are those fish wooden? ;)

good work so far.


read 1734 times
1/22/2012 9:39:11 AM (last edit: 1/22/2012 9:40:51 AM)
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