The Desert (real-time environment with no Diffuse Maps Tech)

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User offline. Last seen 3 weeks 5 days ago.
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Hello Eat3d! How are you doing here guys?) 

Now I've enjoyed learning materials from Eat3d throughout all these years so it's a pleasure to share some of my latest work here.

Feel free to take some credit for what you see here=) Your tutorials were very helpful for me back in the day!

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User offline. Last seen 3 weeks 5 days ago.
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Please make sure to watch the video until the very end, because that's where all the project is! All the following images are merely a bunch of working materials. Thank you very much:) 

I won't be posting much screenshots for now because this work is not about static images at all and I really want everyone to check the video out.
Now you've probably guessed by the thread title that this environment has some kind of shader trickery in it.) And you're totally right! 

I figured I'd dump all the diffuse maps and do an environment without them for a change.(And a whole lot of other shader magic)

I thought I saw an opportunity to improve the way we make our games technically, production-wise and hopefully not make them worse visually.
I've written a little paper about all the ins and outs of "procedural" materials that you can get RIGHT HERE, and if you have ideas on the subject I'm always up for chatting.) Now for those of you who ain't gonna read it I thought I'd post a couple images from it here to give you the gist of it:  

separation.jpg memory_damage.jpg memory_multitude.jpg coloring_examples.jpg proceduraldamage.jpg gm_variety.jpg riderspres.jpg devataspres.jpg facepres.jpg protectorpres.jpg goddesspres.jpg minordetailpres.jpg patternspres.jpg carriagespres.jpg columnspres.jpg geesepres.jpg calendarpres.jpg

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User offline. Last seen 3 weeks 5 days ago.
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I'm sorry just a little more

horsespres.jpg dinopres.jpg xochipilipres.jpg centerduderpres.jpg centerpiecepres.jpg ocelot.jpg chucky.jpg bookintro.jpg bookhintsmap.jpg storyboard.jpg stepsstudy.jpg entrance.jpg entrancestudy.jpg doorstudy.jpg poolstudy.jpg bridgestudy.jpg pyramidsstudy.jpg

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User offline. Last seen 3 weeks 5 days ago.
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Hey guys, I'm very sorry I had to create this mess with multiple posts, but I really didn't want to jump ahead of things  with all the details and concept art before the final video. Please don't hit me in the nuts.

 Regarding the project, as you can see   I don't post much stills because that's not what this project was about and hopefully all this production materials will convince you to check out the video(in HD with sound On).

Now if you're interested in all of the shader trickery and technical details that are aplenty in this environment, or concepting and ideation of a project of such scale feel free to check out my making of videos. 

It's a bit on the long side, but hopefully you'll get compensated with interesting info for your time.

Technical:

http://www.youtube.com/watch?v=JxFwfZMBxT8&feature=plcp 

 Conceptual:

http://www.youtube.com/watch?v=Kl5ocYJyLcY&feature=plcp 

 

Thanks for checking this out, fellow 3d Eaters, I hope you like it. Smiling <3
 

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User offline. Last seen 43 weeks 6 days ago.
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I just have to say this is freaking AWESOME! Very well done i give you mad props for this 

 

User offline. Last seen 3 weeks 5 days ago.
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Thank you very much, spazz man 31337. I humbly accept your mad props and give you my endless gratitude in return =)

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User offline. Last seen 13 weeks 1 day ago.
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Truly stunning assets in here man!  Would you be willing to post wires of your smaller high-detail assets?  I'd like to get an idea for the base geo you're baking to in order to get such a good result.  Keep it up man!

User offline. Last seen 2 days 6 hours ago.
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How did I miss this?! This is fantastic! 

-Jeremy-

User offline. Last seen 3 weeks 5 days ago.
Posts: 17

Heya, Jeremy, thank you very much!

 Huge thanks, Austie! I'd be more then willing to post the wires of the smaller high-detail assets, but there just is none:) All you see there are renders of my normal maps baked down to a flat surface. So there was no base geo for baking. I just saved out my screen from Zbrush with normal map shader applied. Though I have been asked about the pipeline for this assets, so I made this little image if it might be of any use to you.

Thank you very much, guys, once again!

details_workflow.jpg

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User offline. Last seen 13 weeks 1 day ago.
Posts: 47

hah! dude, very cool then.  Good to know.  I am sadly far too unfamiliar with Zbrush.  I plan to spend a lot of Eat3D tutorial time with it sometime near the end of this summer. 

Thanks for sharing man!  One of these days I'll definitely check out your 50minute videos!  Eye-wink

User offline. Last seen 17 weeks 6 days ago.
Posts: 77

Very inspiring stuff here thank you for sharing! Really does give me the motivation to work harder on my own work. Thanks for the amazing post!

User offline. Last seen 5 hours 52 min ago.
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Awesome work! Promoted! Laughing out loud

User offline. Last seen 5 days 7 hours ago.
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Amazing work, you really opened my eyes for procedural textureing in game environments. :)

User offline. Last seen 1 week 15 hours ago.
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Impressive! nice job add more screen shots Laughing out loud

User offline. Last seen 1 week 15 hours ago.
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Dude I've downloaded your youtube videos and they are very great sample works and they can help me A lot! thanks Smiling

User offline. Last seen 3 weeks 5 days ago.
Posts: 17

I'm sorry it took me forever to get back to you, guys, but that's because I was preparing something really sweet for all of you! Laughing out loud But your comments first:

Hey there, austie702, you're very welcome! Yeah you make sure to do so.) Also I got your original comment on my mail and I just wanted to say to you that baking for environment stuff is dramatically over-rated. If you're planning on going the environment route you should consider trying to create your efficient tiling texture layouts and then produce your model around your tileable textures.  The only things that are worth baking are unique assets like statue and so on. Anyway, best of luck to you, man!Smiling

 Wow, thank you very much, tumblingweed! It's my pleasure to be helping you out. Keep up the good work!

Oh my, metalliandy, thanks a lot man! This is really cool ^__^ Endlessly appreciated.

Much appreciated, robo! Yeah, I believe there's huge potential to it! If you'll want to try it out for yourself I'll have something for you at the end of this post=)

 Huge thanks, makan_ansari. Yeah, I might add them a bit later:) I'm glad you found the making of videos helpful!

And finally, there one thing I wanted to share with you guys...but I can't seem to remember what it is....
...oh yeah, THE MATERIALS!
Grab them right here:

http://artisaverb.info/Desert/ProcMat_Demo.zip

There are all kinds of "procedural" materials for you to check out as well as a couple of example textures and meshes. Also there's a .PSD that makes for very smooth gradient map production as it allows you to preview your gradient mapping, normal, specular, damage and diffuse pattern influence right in photoshop! It's like you're painting your gradient map directly in UDK and can immediately see the end result! I've made a little video that will hopefully make things more visual for you:

http://www.youtube.com/watch?v=a4TcnfX5c3Y

I hope this will help you guys to do your stuff faster, prettier and more efficient! Though it does take a little getting used to, I can't wait so see what great stuff you awesome people will come up with. Arrrgh :D 

Oh, and just in case, if there's something wrong or I forgot to plug something somewhere - report it here and I'll get it fixed.

Have fun!  

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User offline. Last seen 1 week 2 days ago.
Posts: 117

Awesome is not enough to describle your works here.You are great!

All beautiful things begin with a render farm !

User offline. Last seen 3 weeks 5 days ago.
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You are too kind, angelia Smiling

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D1ver you are profesional artist?

User offline. Last seen 5 days 7 hours ago.
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Thanks D1ver, its really neat. I will definitely try this out as soon I got a bit more comfortable with UDK. You also show a neat trick with the specular in Photoshop I am onto checking out. Procedurals in games will improve both development time and memory, at least I think so.  Used procedurals in Lightwave for renders and they´re really powerful for a lot of various tasks. Love to see the possibilities of them in games and this is a must do for future developments. Thanks again for showing this and your desert ! Smiling

User offline. Last seen 21 weeks 4 days ago.
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The color of the first image looks so passionate.

User offline. Last seen 3 weeks 5 days ago.
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 Belle23, yes I have some professional experience if that's what you mean. Though I haven't been properly employed on-site for a couple of years now.

 robo , you're very welcome, man! Yeah, art shouldn't be about every artist grinding for a couple of years on their particular piece of some modular mumbo jumbo. I hope this help bring some art back into gameartists job so you'll be able to spent less time on little things and more on big. Cheers:)

Cherryni, thank you very much for the complement. I'm always happy when people are conscious of large scale details. Much appreciated!

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I want you experiences. Pretty work

User offline. Last seen 3 weeks 5 days ago.
Posts: 17

 Hey Belle, thanks, though I don't think you want my professional experiences = ) The only reason I haven't been working for a while, is because It was a complete waste of time:) everything useful I know is through self education, practice and discipline, which is attainable by anyone. 

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