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created [UDK] Fantasy/Medieval Town
on 02-02-2012 02:52 PM
Hey all!
I thought I'd post what I'm currently working on, seeing as I could use a hand with UDK. Mainly getting reflections for the windows to work and how to get better shadows when baking lights.
This is the concept I started working from: http://attachments.conceptart.org/fo...1&d=1219073737
Some various props.
I have a lot to do still. Props, more buildings, the structures on the left side and general tweaking of the existing content.
Please let me know what you think of it so far!
Last edited by Disting; 05-20-2012 at 04:22 AM..
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, polycounter,
862 Posts,
Join Date Jan 2008,
Location Malmö, Sweden
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I am in love with this so far! Really great. Can't wait for more.
As for the UDK issues, I can't help very much, if at all, other than to say in the mesh's settings, there are options in regards to lightmaps, which may be set too low to get crisp and accurate shadows. So, maybe bump that up from what it is (I think default is 32?), to some higher power of two, to taste. Of course, when working, you probably just want it to bake fast, and they aren't looking so bad in this shot.
Keep up the good work, dude.
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, polycounter,
1,097 Posts,
Join Date Dec 2006,
Location Los Angeles
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This looks great. How are you doing the cobblestones? Parallax?
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, triangle,
284 Posts,
Join Date Aug 2009,
Location Kirkland, WA
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Better shadows as in the light bake resolution? For static meshes you can change the lightmap resolution in the static mesh properties (Higher number means larger map.) For BSP you can change it in the BSP properties (lower number means Higher quality)
As for reflections you could try to create a real time reflection or make one using a cubemap just depends on what you are going for. (Eat3d covers a basic Window material with faux interior/curtains http://eat3d.com/materials) They show the Material set up in one of the pictures.
Hope that helps  I like how it looks right now
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, line,
76 Posts,
Join Date Jan 2011,
Location Amherst MA
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OH MAN. You just made me jizz.....
I'm working on something similar, so this is really inspirational! Love it!!
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, triangle,
381 Posts,
Join Date Apr 2009,
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Quote:
Originally Posted by Joshflighter
OH MAN. You just made me jizz.....
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Hooray subtlety!
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, triangle,
284 Posts,
Join Date Aug 2009,
Location Kirkland, WA
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Wow, great start so far. There are a few small things that jumped out at me. The stones on the street are pretty large. It looks like there may be a few scale issues on the first building on the right, ie. the size of the barrel and the stairs compared to the doorway. The barrel looks like it is close to 2/3 the height of the doorway. It could just be the shot, but it looks slightly off to me. You also have a stretched texture on the wall on the left side. I know this is a WIP, I am just trying to give constructive feedback. Can't wait to see more.
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, spline,
168 Posts,
Join Date Feb 2011,
Location Holly Springs, NC
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this is looking cool!
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, card carrying polycounter,
2,249 Posts,
Join Date Jul 2009,
Location Irvine, CA.
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That looks amazing so far! Great work. I think you should scale the ground textures down they are way too large right now. I also think you can get some more color and contrast that the concept has, right now it looks a little too overblown. I really can't wait to see more progress!
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, triangle,
461 Posts,
Join Date Apr 2008,
Location Washington
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nice and warm! 
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, triangle,
270 Posts,
Join Date Oct 2004,
Location Canada
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This is turning out great so far. Can't wait to see what you do with this. The ground definitely needs a decent amount of detail and breakup.
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, veteran polycounter,
2,923 Posts,
Join Date Oct 2004,
Location Orlando, FL
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Totally recognized the concept from your image. Looks great!
As much as I'd love to visit this place, I'm scared I'd turn an ankle on that death cobble.
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, veteran polycounter,
3,303 Posts,
Join Date Oct 2004,
Location Denver, CO
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you're doing it all wrong! jk
the parallax looks weird and also from what i see i think the height map is too uniform and needs more variation. please tone down the intensity of the height map
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, line,
86 Posts,
Join Date Apr 2011,
Location los angeles, CA
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Thank you all very much for the feedback!
I'm taking it all into consideration when I'm working.
I've toned down the heightmap intensity on the sidewalks and the road.
I've got most of the main models in, but some of them are in really rough states, so I'll need to tweak them now and also made props.
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, polycounter,
862 Posts,
Join Date Jan 2008,
Location Malmö, Sweden
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Man you are fast. Awesome level of detail on the building looking very cool also the Textures are very cool.
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, spline,
106 Posts,
Join Date Jan 2012,
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Are you going to use the same cobble texture for the road and the sidewalks? They look different or smaller in the concept. The scene is looking great!
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, triangle,
301 Posts,
Join Date Apr 2010,
Location San Francisco Bay Area
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Quote:
Originally Posted by Wonkey
Are you going to use the same cobble texture for the road and the sidewalks? They look different or smaller in the concept. The scene is looking great!
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I will use a smoother and a bit less irregular texture for the sidewalks, but for now I'm using the same texture for both.
Thanks!
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, polycounter,
862 Posts,
Join Date Jan 2008,
Location Malmö, Sweden
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this scene is looking pretty killer already, good job
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, triangle,
270 Posts,
Join Date Sep 2008,
Location Los Angeles, Ca,USA
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you've chosen a great angle for this shot and the light direction really hits it off. Even the first screen shot had character in spades the second one was just awesome.
"Failure" is not the falling down but the staying down. Mary Pickford
The men who do something and fail are infinitely better than those who try to do nothing and succeed - Lloyd Jones
Ben.b.watson(at)hotmail.co.uk
www.Artistinabox.co.uk
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, spline,
126 Posts,
Join Date Aug 2010,
Location Yorkshire, UK
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awesome stuff. great scene
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, triangle,
422 Posts,
Join Date Jun 2011,
Location Vancouver, BC
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The scene is looking very nice so far!
The exterior wood trim on the first house (with the 45 degree piece) looks like it has a bevel and emboss on it (on the shadowed side it has a highlight). Feels like those wood sections could be modeled out?
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, line,
83 Posts,
Join Date Feb 2009,
Location Baltimore, MD
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^^your spoon is too big^^
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, polygon,
576 Posts,
Join Date Jan 2011,
Location Oceana, WV
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Great stuff! I really like it a lot.
The only thing I would say is about the size of the pavements, they are a bit big and it makes the houses look smaller than in the concept.
Keep going 
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, vertex,
32 Posts,
Join Date May 2011,
Location Paris
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Thank you so much for the great feedback and nice words! 
I've tried to take your critique into consideration when working.
Here's another update:

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, polycounter,
862 Posts,
Join Date Jan 2008,
Location Malmö, Sweden
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Alright, another update before I wrap it up for today!
I decided to add the small walkbridge between 2 of the buildings.

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, polycounter,
862 Posts,
Join Date Jan 2008,
Location Malmö, Sweden
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