16.4.12

Art_I_2011 - Bunker Modeling

finally i finished my bunker, that i build with course art_I_2011 at games academy in berlin.
it was a 3 day lecture, so we had enough time to introduce modeling and mapping for tilable maps, creating tilable maps and normalmaps. creating small assets with minimum effort and also using mudbox to sculpt some broken concrete.


 

not everything you see in these pictures was done in the lecture. i added a few things afterwards and also put the whole scene into the udk.


never mind the ugly ground. i didn't take care of it.
we made excessive use of supporting edges for the geometry where the tileable maps are on. so the use of lod meshes is highly recommended for such modeling. unfortunately i hadn't had time to also create those. perhaps i will do later

the big concrete wall obviously has a 2048 texture on it.


the number is a multiplied image that sits in mapping channel 2 of the bunker mesh. so its no decal but more like a dirt map. all the other polygons in the map channel 2 of the bunker main mesh were put into one white pixel. not very resource efficient though ;) 


it was a very fun lecture and i hope you students learned some bits! :)






3 comments:

  1. Nice work Sascha.
    Another way to get rid of the hard edges is to bake a normal map from a beveled 'high poly' mesh for the second uv channel. In the material editor you can then combine this one with the tileable normal map of the first channel.

    Gruß Olli

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  2. Excellent work Sascha ! I'm wondering how you did the grating of the staris, espacially how you combine the thickness and the opacity map in a low poly manner?

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  3. coo thank you man! in fact the grating is real geometry in the close up. and since these are only boxes, the polycount is reasonable. i created the grating by modeling it with straight lines and far bigger than needed. then i attached every box so that i got one mesh, than i rotated it 45 degree and used slice planes to cut the overlaps that intersect the framing away. but in the end i also made a lodstage for this mesh, where i use an alpha texture for the grating which basically is a top down rendering of the grating with a normalmap. the whole staircase is also optimized in this lodstage and it will switch when the player is a couple of meters away. it actually works very well and is barely noticable at runtime.

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