Takkik - computer & rocks WIP

The place to ask detailed technicaly questions about the crowdsourced assets experiment, and to post and discuss WIPs if you so desire.

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Takkik
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Re: Takkik - computer & rocks WIP

Post by Takkik » February 7th, 2013, 12:47 am

Thx ButchinM.
Working the interior part.

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Re: Takkik - computer & rocks WIP

Post by Takkik » February 7th, 2013, 2:28 am

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little update before doing lowpoly.

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Re: Takkik - computer & rocks WIP

Post by Prime8brain » February 7th, 2013, 2:42 am

This whole thing is really nice :)

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Re: Takkik - computer & rocks WIP

Post by Takkik » February 7th, 2013, 5:17 am

Thx Prime8brain. Little update of lowpoly + normals map.
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Re: Takkik - computer & rocks WIP

Post by McDougle » February 7th, 2013, 5:21 am

I´m totally digging those textures. :)
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Takkik
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Re: Takkik - computer & rocks WIP

Post by Takkik » February 8th, 2013, 9:36 am

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Texture update.

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Re: Takkik - computer & rocks WIP

Post by Takkik » February 9th, 2013, 6:43 am

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Testing a little thing.

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Kryptex
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Re: Takkik - computer & rocks WIP

Post by Kryptex » February 9th, 2013, 10:04 am

I would suggest, if you're going to add the little cover tent-esque things, to have them as separate vesions inside the package. Wouldn't want you to have gone through all of that work on the side panels/etc to just cover them up! ;D

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Re: Takkik - computer & rocks WIP

Post by Takkik » February 9th, 2013, 11:34 am

Yup, don't worry, if I finish the tent thingy, it will be a separate "add on"

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Re: Takkik - computer & rocks WIP

Post by Takkik » February 12th, 2013, 7:40 am

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Unity Screenshots. 5778 tri & 2x1024 maps. Have a custom shader that merge bumpedspec with alpha cutout & selfillumination. But I have a weird problem in unity with my fbx, the meshs are centered when imported and I lost the pivot pts for the doors. Don't know how solve it.

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Tets
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Re: Takkik - computer & rocks WIP

Post by Tets » February 12th, 2013, 8:03 am

looks great

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Re: Takkik - computer & rocks WIP

Post by Crocapaw » February 12th, 2013, 8:42 am

I like it, the design and texturing look really good.

For the pivot point, maybe this is totally obvious, but double check that you don't have your tool handle set to "Center", you want it on "pivot".

Takkik
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Re: Takkik - computer & rocks WIP

Post by Takkik » February 12th, 2013, 8:53 am

Ahah, thx Crocapaw, you save me. Strange I'm pretty sure to have checked all the buttons :roll:

Thx Tets.

Will just do some final touchs on the normals, my second normal map is near empty. But since most normals details are'nt visible until zoomed pretty close, I wonder if it will be usefull.

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Re: Takkik - computer & rocks WIP

Post by GunslingerStudio » February 12th, 2013, 12:26 pm

Takkik wrote: Unity Screenshots. 5778 tri & 2x1024 maps. Have a custom shader that merge bumpedspec with alpha cutout & selfillumination. But I have a weird problem in unity with my fbx, the meshs are centered when imported and I lost the pivot pts for the doors. Don't know how solve it.

Looks great! That shader sound interesting. Is the alpha cutout for the fan? How do you store the alpha value? Is it the alpha channel of the normal map?

Now that I browse the shader list in unity I see that I could easily have added some self illumination.

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Re: Takkik - computer & rocks WIP

Post by d-Koy » February 13th, 2013, 12:00 am

it's beautiful, must place in environment asap

i am waiting, but cant wait, please send soon so i can has :)
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Re: Takkik - computer & rocks WIP

Post by ButchinMelancholy » February 13th, 2013, 3:27 am

Yes, it turned out great. :)
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Takkik
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Re: Takkik - computer & rocks WIP

Post by Takkik » February 13th, 2013, 4:26 am

Thx all.

GunSlingerStudio > Yes it's an Alpha cutout, I think it's the only alpha that can recieve/cast shadows. Great idea to use the normal map alpha, but can't get it work. Dunno if it's because Unity use some special parameterswhen importing normal maps, but i get weird results. I'm just a big noob in shaders, need to dig it for next project.
Same for the self illumination map, I must use a separate map or it don't work. I don't know the use of the RGB channels, I got no differences when using lightmapping, perhaps a pro feature? I left it blank.

d-Koy > *Happy* I just hope the submit will go smooth, first project & first submit to the asset. Hope to not have done too many noob mistakes, i'm open to any advices/corrections.

I know i've made a mistake, my second map didn't get much normals map details. I could have put all the normals on 1 map and use a simple diffuse/spec for the second map. Or put more details, but actualy I don't see much difference. Need to think about it next time!

Takkik
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Re: Takkik - computer & rocks WIP

Post by Takkik » February 13th, 2013, 8:45 am

Asset submited.
Posting the textures.
2x 2048 diffuse
2x 2048 normals (I could have spared one)
1 Alpha
1 self illumation map

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Re: Takkik - computer & rocks WIP

Post by Woolfe » February 14th, 2013, 9:59 pm

Congrats.. it was a very nice piece of work.. lookign forward to seeing it in game :D
It's not too late. Make it Eight!

Takkik
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Re: Takkik - computer & rocks WIP

Post by Takkik » March 11th, 2013, 3:15 am

1 month and still in review pending, is it normal or perhaps there was an error?

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