Polybook – Palo Piktor

Forum Archive Polybook – Palo Piktor

Viewing 15 posts - 16 through 30 (of 39 total)
  • Author
    Posts
  • #45116
    smurfmier1985
    Participant

      @thepainter Nice pattern on the kitchen countertop by the way 😊

      #45117
      silentheart00
      Participant

        @thepainter Looks like a more color variegated butcher’s block counter top to me.  Very pretty colors.  Maybe a little more shine?  Hard to tell in this image.  They’re conditioned with mineral oil, so it would be a little reflective.

        #45118
        Palo Piktor
        Participant

          Question,

          So you created it in Blender, and then imported it into Unity to test out? Or did you create it in Unity, and then somehow brought it into Blender (or reproduced it)?

          @smurfmier1985 On the first image I used primitive objects inside Unity. I created a box and then scaled it. Then i positioned it so one of the verts is right on 0,0,0. After that i created empty game object. Pivot from empty will be used as pivot for local snap positioning to grid. I made this a prefab. Renamed it and than just copying and moving. Same for the door object.

          From time to time i played the level to see if player has enough space for moving and if it looks interesting. 

          When i had a complete white boxing and level design approved i moved to blank Blender.

          Second image. Based on what i did in Unity, i started planning for modularity. So i try to stick to the whitebox as much as i can, but still have as much modularity as i can. That way there will be slight dimensions changes in the level as i create it in Blender.  

          With all the basic assets created i have a good starting point for modeling details.

          This will be a dark underground facility. The first mission for player is to find a way to generator room and start the generator, which involves many quests and going through a darkness full of unknown life forms. Kind of mix between FPS and adventure. 

           Let me know if you have more questions about it 🙂

          #45119
          smurfmier1985
          Participant

            @thepainter Thanks for the detailed explanation 😄 I’ll try a similar approach , if I get stuck or got more questions I know where to find you 😉

            Sounds like a cool start of the level by the way!!

            #45120
            Palo Piktor
            Participant

              @smurfmier1985 No problem, youre welcome 🙂

              #45121
              Mark Smith
              Participant

                @thepainter I believe they call the wood pattern  “butcher block”…

                #45122
                Palo Piktor
                Participant

                  Do you remember this my reaction ?

                  ppandoraspencil Hi Duncan. I appreciate your feedback, thank you very much. It will be easy to fix texture stretch and for the sofa i think i will sculpt some details.

                  Well, i was wrong. It requires more work than expected and after couple of trials to create low poly version from it i decided to go from the start once again. It will take much less time to build it again from ground up than to try to fix. Also i dont like the meter area.

                  Based on a new knowledge from creating gun for fps shooter which i watched couple times, i have now much better model with less geometry and ready for bake .

                  Here is a new version of dosimeter device with all the details. Please, let me know what you think.

                  #45123
                  Palo Piktor
                  Participant

                    New version of dosimeter lookdev.

                    #45124
                    malhomsi
                    Participant

                      @thepainter  hello ! u r going heavy with rust dust .. i have the impression that there is no more reflections !?

                      very good modeling and workflow btw

                      #45125
                      smurfmier1985
                      Participant

                        @thepainter definitely an improvement over the first one! The rust looks sweeeet 😃 As from what you’ve told about the game (dark underground facility, weird life forms) I think it will be a old and dirty facility right? Bit of an abanded / apocalypse feel to it? That’s the idea I had in my head when you told it, and this amount of rust fits that feel.

                        I do also notice, like Malhomsi, the dull reflections though. Your first model had more reflections on the paint an such, I think that would improve the look a lot.

                        Good job! Keep it up 😊

                        #45126
                        Palo Piktor
                        Participant

                          u r going heavy with rust dust .. i have the impression that there is no more reflections !?

                          @malhomsi Thank you for feedback. I think i will have to better balance rust on some parts. Yeah good point, i will reduce roughness for metal parts.

                          definitely an improvement over the first one! The rust looks sweeeet 😃 As from what you’ve told about the game (dark underground facility, weird life forms) I think it will be a old and dirty facility right? Bit of an abanded / apocalypse feel to it? That’s the idea I had in my head when you told it, and this amount of rust fits that feel.

                          @smurfmier1985  Miranda, thanks for the feedback. It should be really rusty, but @malhomsi is right. I forgot to bake higher res normals and downsize it to 2K. I had the feeling my UV layout needs improvement. 

                          Here is a comparison of uv layout before and after. Bad news is, i will loose my textures so far and have to repaint them.

                           That empty space marked with arrow is occupied with a glass which is flat plane only and therefore i didnt bake normals for it.

                           

                           

                          #45127
                          smurfmier1985
                          Participant

                            @thepainter the new layout is much better, now you’re using all the texture space 🙂 good luck with the painting! good practise 😉

                            #45128
                            Palo Piktor
                            Participant

                              @smurfmier1985 Thanks 🙂

                              #45129
                              Palo Piktor
                              Participant

                                While waiting for dosimeter decals to arrive i switched to archviz to create textures for the oven. Substance painter viewport screenshot.

                                #45130
                                Palo Piktor
                                Participant

                                  I have created new wooden material for cabinet and doors.

                                Viewing 15 posts - 16 through 30 (of 39 total)
                                • The topic ‘Polybook – Palo Piktor’ is closed to new replies.