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HD World Items

Posted: Sun May 06, 2012 8:56 pm
by DaveW
I took a break from doing 3D stuff for quite a while - and I fancy getting some practice making models with normal maps and the like. So I figured I'd turn to Unreal for some stuff to make. I might try and do most of the items, depends how long I can keep this up for!

Image
Image

Re: HD World Items

Posted: Mon May 07, 2012 9:41 am
by Bleeder91[NL]
This + HD HUD/Skins = UNREAL! I hope all this stuff can one day be used in an HD version or something, it's on my DoWant list :P

Re: HD World Items

Posted: Mon May 07, 2012 9:54 am
by Sly.
Sir, this is awesome. Please keep at it! I could use it for my Vortex Rikers remake. ;D
I'm not far from being done, real life is holding me back though atm.

Re: HD World Items

Posted: Mon May 07, 2012 10:31 am
by William(Rainman)
Thats not bad. I would really like to see someone Retex the Aliens like the Brutes, SkaarJ, Titans Etc. I was Hoping that Epic Games would do a Remake of Unreal with Better Models and Textures from the Unreal Engine 3.

Re: HD World Items

Posted: Mon May 07, 2012 12:03 pm
by Sly.
Well, that's why I do the Vortex Rikers remake in the first place: To show how great it could be. I think Lord PorkSword's motivation is the same, just that he is the "pro-modernized remake" guy while I'm the "pro-faithful remake" guy. ;)

Back to topic: The high poly model looks just stunning!
Maybe you should get in contact with GcSkaarj?
I'm pretty sure you two could create some great stuff!

Re: HD World Items

Posted: Mon May 07, 2012 1:02 pm
by GreatEmerald
Huh, why are there two of those models?

Re: HD World Items

Posted: Mon May 07, 2012 2:30 pm
by Sly.
There's the high-poly model (left - not really useful ingame), the simplified model (middle) and the original (right).

Re: HD World Items

Posted: Mon May 07, 2012 2:32 pm
by William(Rainman)
Huh, why are there two of those models?
I Believe the Middle Model is the Original.

Re: HD World Items

Posted: Mon May 07, 2012 3:04 pm
by Sly.
It isn't. It has a too high level of detail, the original one is just a "block" with a cut out space for the screen and a texture. :P

Re: HD World Items

Posted: Mon May 07, 2012 3:20 pm
by GreatEmerald
Oh, I see, that makes sense.

Re: HD World Items

Posted: Mon May 07, 2012 5:25 pm
by William(Rainman)
It looks Pretty Good non the less i hope he doesn't give up.

Re: HD World Items

Posted: Mon May 07, 2012 9:46 pm
by DaveW
Well I'm not sure if I'm going to go down the Normal Map route, the results I've got so far aren't very good and I've had more fun painting in the lighting the old fashioned way.

Image

Re: HD World Items

Posted: Tue May 08, 2012 1:33 am
by William(Rainman)
Well I'm not sure if I'm going to go down the Normal Map route, the results I've got so far aren't very good and I've had more fun painting in the lighting the old fashioned way.

Image
I can't wait to see the Searchlight.

Re: HD World Items

Posted: Tue May 08, 2012 9:30 am
by Smirftsch
what I'm still looking for and never got is a complete set of new plants for Unreal, as replacement for the default plants. Could easily improve in game quality a lot without need to redo all maps etc.
A HD version of UnrealI/UnrealShare content could be easily build.

Re: HD World Items

Posted: Tue May 08, 2012 11:08 am
by William(Rainman)
what I'm still looking for and never got is a complete set of new plants for Unreal, as replacement for the default plants. Could easily improve in game quality a lot without need to redo all maps etc.
A HD version of UnrealI/UnrealShare content could be easily build.

Grass and more Trees and Plants.

Re: HD World Items

Posted: Tue May 08, 2012 11:54 am
by Sly.
I'm curious whether an "automatic foliage system" would be possible. We all know the common grass texture from Unreal, now if it was possible to detect it and automatically place fitting grass static meshes on it via mutator or something... that would be awesome. This would improve the look of the levels a lot. :)

Re: HD World Items

Posted: Tue May 08, 2012 1:47 pm
by gp
Great job on those improved models. 8-)

Re: HD World Items

Posted: Tue May 08, 2012 1:48 pm
by William(Rainman)
I'm curious whether an "automatic foliage system" would be possible. We all know the common grass texture from Unreal, now if it was possible to detect it and automatically place fitting grass static meshes on it via mutator or something... that would be awesome. This would improve the look of the levels a lot. :)

Indeed it would i wonder tho if it would be possible to also set up the grass, plants and trees with a mover kinda like wind blowing back and forth?

Re: HD World Items

Posted: Tue May 08, 2012 5:31 pm
by Hyzoran
Use animated Static meshes, the animation can be set in the default properties.

Re: HD World Items

Posted: Tue May 08, 2012 7:58 pm
by DaveW
I'm curious whether an "automatic foliage system" would be possible. We all know the common grass texture from Unreal, now if it was possible to detect it and automatically place fitting grass static meshes on it via mutator or something... that would be awesome. This would improve the look of the levels a lot. :)

Indeed it would i wonder tho if it would be possible to also set up the grass, plants and trees with a mover kinda like wind blowing back and forth?
In most games meshes for foliage are scattered on the fly and fade in/out based on proximity to the player - so I'd imagine it's possible somehow. Animation is usually done either through a vertex shader (physically skewing the polygons) or the texture scrolling on a sin wave. The former is the 'current' method, from my understanding, and texture scrolling is a bit more old school e.g Far Cry and UT2003/4 (I think.)

Plants would be nice to do - I could have a go but I'm no good at texturing organics. I was considering doing a bunch of variations to the boulder (shape and texture/colour) to add a bit of variety.

Re: HD World Items

Posted: Tue May 08, 2012 8:41 pm
by William(Rainman)
I'm curious whether an "automatic foliage system" would be possible. We all know the common grass texture from Unreal, now if it was possible to detect it and automatically place fitting grass static meshes on it via mutator or something... that would be awesome. This would improve the look of the levels a lot. :)

Indeed it would i wonder tho if it would be possible to also set up the grass, plants and trees with a mover kinda like wind blowing back and forth?
In most games meshes for foliage are scattered on the fly and fade in/out based on proximity to the player - so I'd imagine it's possible somehow. Animation is usually done either through a vertex shader (physically skewing the polygons) or the texture scrolling on a sin wave. The former is the 'current' method, from my understanding, and texture scrolling is a bit more old school e.g Far Cry and UT2003/4 (I think.)

Plants would be nice to do - I could have a go but I'm no good at texturing organics. I was considering doing a bunch of variations to the boulder (shape and texture/colour) to add a bit of variety.

You might find someone that could do the Organic Texturing im sure someone on this Forum Knows something.

Re: HD World Items

Posted: Wed May 09, 2012 10:25 am
by Buster
A collection of boulders and archetypal rock formations would be great. Then they could be manipulated and stacked to be used to create terrains or climbable cliff faces or distant formations etc etc.

The uses are endless, really. At it wouldn't take that many different types. With slight changes to the display settings and clever placement could get some great results.

Re: HD World Items

Posted: Wed May 09, 2012 11:33 am
by xan1242
Holy crap, you're gonna transform UE1 into UE2 if you make foliage like that!

None the less, it looks much better. I just love how it can be enhanced even in smallest details.