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Done at last
first, here's some screenshots of my file organizing in Unreal Engine itself
now here's some pretty pictures I took of everything while flying around
I am very pleased with what I have made here and am personally quite impressed with myself for being able to make 2 entire Giant Birch World Complexes and a room in a house from nothing but a sheet of numbers and a description in just 2 weeks.
Obviously there are some things I feel could be better, mostly the textures which seem strangely pixellated (especially on the bookshelf but it's really everything) but overall I think it's very cool and it was lots of fun to create
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Unwrapping the Birches
the process of unwrapping the Milky Way and Sesaris Paired Birch World Complexes has been a herculean task but I mostly expected it
my first attempt involved attaching the entire model together
which did go pretty well initially
it went a lot less well when I attempted to do flatten mapping on all the faces and it took 27 hours to get 68% done with "building cluster data" before crashing
probably lucky it did crash because otherwise it would've gone on to the next step "mapping faces" and then the next step "finding dead space" and "collapsing clusters"
so anyway, after deciding that fully unwrapping the entire thing was unpractical I thought of a new method
what I did was detach a lot of the objects into structure catagories for example all the Computing Bands in the Sesaris Birch World Complex
now that I have a bunch of groups of things insead of 1 giant things it should unwrap in a much more timely manner
this was the unwrap of the JVH-Gates placed around the complexes, due to the size of all these structures I'm only really gonna do flatten mapping since cleaning it up won't make too much difference I think
I didn't need to unwrap the Jump-Vortex Hypertunnels inside the gates themselves as they are just gonna be glowing
this was the unwrap for the Milky Way Birches and Frame cluster which includes all the Birch Worlds, Pylons, Star Habitats, Farming Disc stacks, Dimensional Support Anchors, Shipyard/Forge/Refinery Bands, Star Habitats and Defense Bands
this is the unwrap for the Sesaris Birches and Frame cluster
this is the unwrap for the Milky Way Computing Bands cluster, what it contains is pretty obvious
this is the unwrap for the Sesaris Computing Bands cluster
this is the unwrap for the Milky Way Alderson Discs cluster, also pretty obvious what this one is
this is the unwrap for the Sesaris Alderson Discs cluster
this is the unwrap for the Milky Way Ringworlds and Networlds cluster which contains all the Milky Way Complexes Ringworlds and Networlds
this is the unwrap for the Sesaris Ringworlds and Networlds cluster
this is the unwrap for the Milky Way Habitats cluster which contains all the regular habitats, not the Star Habitats
this is the unwrap for the Sesaris Habitats cluster
turns out the Topopoli by themselves still have a zillion faces and take ages I'll try unwrapping but if it doesn't work I'll just export them and stick some sort of metalic colour material on them in Unreal Engine
as for texturing everything else
I went in the same order as unwrapping starting with the JVH Gates (in Substance Painter)
this is the Birches and Frame cluster of the Milky Way Birch World Complex in Substance Painter
this is the Birches and frame cluster of the Sesaris Birch World Complex in Substance Painter
this is the Milky Way Computing Bands cluster in Substance Painter
this is the Sesaris Computing Bands cluster in Substance Painter
this is the Milky Way Alderson Discs cluster in Substance Painter
this is the Sesaris Alderson Discs cluster in Substance Painter
this is the Milky Way Ringworlds and Networlds cluster in Substance Painter
here's an in engine progress image I took while waiting for the next lot of texture maps to bake
this is the Sesaris Ringworlds and Networlds cluster in Substance Painter
this is the Milky Way Habitats cluster in Substance Painter
another bonus in engine screenshot
this is the Sesaris Habitats cluster in Substance Painter
I have come to the conclusion that texturing the Topopoli in engine instead of unwrapping their UVs is a good idea
done
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updated cool room pictures
added another gravchair behind the bookshelves
added the gravity distortion around the drones from their flight
and the lamps
i also found this really cool effect for the Birches by turning it to reflections lighting mode
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Vase and Cups
side table decorations
Vase in Substance Painter
Cup in Substance Painter
Vase in engine
numerous cups in engine
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Micro-Forge
last main desk thing
texture in Substance Painter
in engine
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Toolbox
the other main desk thing
in substance painter
on the desk
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EM Matter Synthesiser
trying to finish up the main desk objects
apparently I forgot to screenshot it in substance painter
oops
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Audio Nulling-Field Generator
next thing to be textured
here's the texture
and in the engine
also I got these potentially temporary Birches outside while the real one tries to unwrap
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Drone 1 (Flat) and Drone 3 (Pointy)
time to texture both other drones
Highlighting the glowing parts on drone 3
Drone 1 textured
drone 3 textured
flat drone in scene
pointy drone in scene
all 3 drones in one image
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Armchair and Side Table
now I decided to finish my chair and table stuff
presumably
Armchair texture
Side Table texture
in the scene like this
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Texturing the Lev-Lamps
like Drone 2 (Lamp) the lev lamps are 90% glow with a sensor strip
here's the highlighted glowing parts
sensor strip
look at them go
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Bookshelf
next was time to take on the task of texturing the bookshelf
the many colours of books were slightly annoying to make but I eventually was shown the fill tool which made it a lot faster
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Texturing Gravchair
technically the Gravchair didn't need any texturing, just to be put into Unreal Engine
it looks suitably like a gravity distortion
here's some other images of the scene as a bonus
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Texturing Drone 2 (Lamp)
finally got shown how to select only parts of models to give them the glow texture
yellow and red are wher glowing will happen
sensor strip
glowing bright
still working on the colour of the red glow but it's getting there
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Texturing the desk model of the FUDS You Cant Help Deny Forever
I thought texturing the Forest ship would be good to do now
it was pretty easy, just 3 colours
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Texturing the work tables
next up was the tables, a big feature of my scene
found this for the rug
the tables are metal because I thought that'd look better for tables that jewelry is made on
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Texturing the room
now it's time to start texturing everything and putting it into Unreal Engine
starting with the room
it took a bit to reaquaint myself with how to use Substance Painter
carpet and panels
walls and doors (and ceiling)
very easy
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