https://sureai.net/forum/viewtopic.php?t=10058
Kiwi-Hawk wrote:Kia ora
I to would like to thank you for your efforts in making this world for us to play in,.. I'd like to as if I may
The items you showed I take it theyer done with the like of Substance Painter or desginer, maybe Quixel suit even?
I'm thinking they would be converted after to suit the older specular/gloss form that Skyrim use's
I have a samll idea whats goes into this type of creation only because I downloaed both Unity 5 a UE4 and hell did I get a wake up
when trying to make an Elder Scrolls ish world. not easy I'm finding
Starac wrote:Excellent stuff you did there![]()
Since you started with this, here are my 2 armors that i created for Enderal:
http://i.imgur.com/V7cUsVw.jpg
http://i.imgur.com/agxCtde.jpg
http://i.imgur.com/K3bSB2U.jpg
http://i.imgur.com/RUF4bL8.jpg
http://i.imgur.com/2rK59m8.jpg
And i did this with mouse. People who work this know what that means
SureAI-Colin wrote:Yep! They were textured in the Quixel Suite! Originally, I created last-gen textures in the original Quixel Suite, but with Quixel Suite 2.0, they kinda axed last-gen texturing and only feature working PBR texturing. So over time I had to learn how to convert PBR to last-gen.Kiwi-Hawk wrote:Kia ora
I to would like to thank you for your efforts in making this world for us to play in,.. I'd like to as if I may
The items you showed I take it theyer done with the like of Substance Painter or desginer, maybe Quixel suit even?
I'm thinking they would be converted after to suit the older specular/gloss form that Skyrim use's
I have a samll idea whats goes into this type of creation only because I downloaed both Unity 5 a UE4 and hell did I get a wake up
when trying to make an Elder Scrolls ish world. not easy I'm finding
For instance, with metal areas, the specular map handles color, while the diffuse map is basically just black. In last gen, the diffuse/albedo map handles color, so the spec is moved over to the diffuse in metal areas only, and the AO and curvature maps are integrated into the diffuse/albedo to provide some shading information, then you mess with the levels to enhance color and shading. The spec map is then desaturated, and the roughness/gloss map is used to augment extra detail into the spec map. The spec map is then darkened to hell because the Creation engine uses a very different spec calibration from normal. The metalness map can be used directly as an environment mask map after a bit of darkening. The normal map is then exaggerated by about 2x so the normal maps appear more visible in the Creation Engine (the CE again uses a different normal map calibration from normal). Many of the maps also need fairly major contrast bumps to make details visible inengine, since, again, calibration is different from the norm.
I actually really like UE4, it's very artist-centric, which I love.The last time I used Unity was Unity 4, and I was definitely a fan of that as well. My first UE4 scene is actually on my Artstation, it's the second to left one.
Thanks man!Starac wrote:Excellent stuff you did there![]()
Since you started with this, here are my 2 armors that i created for Enderal:
http://i.imgur.com/V7cUsVw.jpg
http://i.imgur.com/agxCtde.jpg
http://i.imgur.com/K3bSB2U.jpg
http://i.imgur.com/RUF4bL8.jpg
http://i.imgur.com/2rK59m8.jpg
And i did this with mouse. People who work this know what that means
And sweet! Armor can be a pain to to make, with all the blend shapes and rigging (not a fan of rigging). When I made my armor, I had to rig, blend shape, and weight paint it in Max 2012...and it was my first time using Max ever haha.
So when you say you made it with a mouse, do you mean you sculpted it in Zbrush with a mouse? If so, ouch. My armor was all Modo, no sculpting just subdiv modelling and cloth sim.
SureAI-Colin wrote:Damn, sculpting and painting with a mouse isn't fun. Looks like someone needs a Wacom!
My favorite stuff to make for Enderal was weapons. You can focus a lot of effort and put a lot of detail in them (since they take up so much of the screen), you can use unique textures (don't have to rely on random tiled textures to get a decent texel density), and they aren't really all that difficult to integrate and get working properly. Bows need weight painting and rigging, but it's so rudimentary that it doesn't take long at all. Props are nice as well.