, spline,
130 Posts,
Join Date Feb 2011,
Location Los Angeles
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I suppose I was talking about actually scaling the model along a single axis, flipping it- so you could position it like this
I like where this is going!!!!
Last edited by konstruct; 03-06-2012 at 12:27 AM..
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, card carrying polycounter,
2,032 Posts,
Join Date Nov 2004,
Location three oh three.
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Oh sorry I hadn't worked on any of the composition yet that was just lighting fixes I did that is a good idea I will definitely try that I think i'm gonna bring the main building up closer too i'm probably gonna move it right to the right of the truck tomorrow I will have new shot!
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, spline,
130 Posts,
Join Date Feb 2011,
Location Los Angeles
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Hey guys these are the lighting and composition fixes I have been working let me know what you think. zbrush updates coming up next.

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, spline,
130 Posts,
Join Date Feb 2011,
Location Los Angeles
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You've got some fabulous assets done there. Keep the good work. I think you might want to set up a more detailed test lighting rig to convey some kind of mood, before you jump in with some detailed texture work around your main assets. Just kind feel, you could have got more with your assets through better lighting.
Last edited by aminos; 03-07-2012 at 07:26 AM..
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, null,
15 Posts,
Join Date Nov 2011,
Location UK
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definitely I will keep working on it especially the dark area in the front right now im just working on getting the street texture done.
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, spline,
130 Posts,
Join Date Feb 2011,
Location Los Angeles
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Hey guys its been a bit since I could post something but here is a tileable broken asphalt texture I made in zbrush and rendered in marmoset it has a displacement map too but i dont have dx11 so I cant show you in marmoset.
sidewalk is on the way let me know what you think!

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, spline,
130 Posts,
Join Date Feb 2011,
Location Los Angeles
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Here is a tileable mud that I will be using to vertex paint in udk on the street textures let me know what you think

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, spline,
130 Posts,
Join Date Feb 2011,
Location Los Angeles
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excellent work! cant wait to see it finished!
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, triangle,
476 Posts,
Join Date Apr 2011,
Location Montreal
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Here is a modular sidewalk texture that will be paired with the previous two textures to complete my ground textures.

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, spline,
130 Posts,
Join Date Feb 2011,
Location Los Angeles
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Here is a progress shot for all the stuff I've done so far!

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, spline,
130 Posts,
Join Date Feb 2011,
Location Los Angeles
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I love asian cyberpunk/sci-fi environments so I'm stoked about this one.
Cool vehicle/shop, me like! Looking forward to see more
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, spline,
131 Posts,
Join Date Mar 2010,
Location Sweden
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Hey guys so here are all the final models in the scene until I do the full scale version now I just have to meshpaint the building and fix lighting and composition critiques are welcome please let me know what you think. 
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, spline,
130 Posts,
Join Date Feb 2011,
Location Los Angeles
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Too much red going in there right now and make sure you have a second unique UV-set for all the lightmaps or you'll end up with a weird result. Can't wait for the full-scale version! Good work so far!
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, dedicated polycounter,
1,645 Posts,
Join Date Sep 2009,
Location Sweden/Malmö
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Hey guys last progress shot of the night more tomorow!
Keep the crits coming!
Radsby: I put the red in there because it is supposed to be sunset what color would be better or should I just desaturate the light a bit?

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, spline,
130 Posts,
Join Date Feb 2011,
Location Los Angeles
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If you're going for sunset try the golden hours, you get a lot of depth and cool color variation.
Like colder blues at the bottom and golden yellow/orange at the top of the buildings. (If you do a small city-scene)
It's important to try and catch that initial feel, with the lighting it should be a great range and only top out (and get over-exposed) at certain points. Right now everything is red, try to get some more range in the colors in the scene so that your color information in your textures don't get lost.
It's just my opinion though  keep working hard , looking forward to more!
Last edited by chrisradsby; 03-19-2012 at 03:34 AM..
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, dedicated polycounter,
1,645 Posts,
Join Date Sep 2009,
Location Sweden/Malmö
|
Ok yeah the second and third picture you posted is going to be a lot like my scene layout so I will go for that kind of lighting and see what I can get. I will post something up tomorow for sure.
Last edited by jk_virginia; 03-19-2012 at 03:50 AM..
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, spline,
130 Posts,
Join Date Feb 2011,
Location Los Angeles
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The great thing about UDK is its copy and paste functionality, if you really want to get a good feel of the lighting, copy all of the assets ( no lights or fog ) and open a default lighting template in UDK and paste, it will drop everything exactly as it was in a new map for you. If anything I can imagine maybe the opposite scene. A morning scene like your hero piece is a simple futuristic milk cart :P or a man on his way to work early to get the best caterers position outside a massive nuclear power plant :P
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, line,
74 Posts,
Join Date Mar 2011,
Location UK
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Looks awesome so far, I really like the design of the vehicle.
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, line,
60 Posts,
Join Date Jan 2011,
Location London/Stafford
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Well yet another progress shot. Let me know what you think!

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, spline,
130 Posts,
Join Date Feb 2011,
Location Los Angeles
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I immediately noticed the red crosshairs meaning you just took a screencap (with something selected) and not a tiled shot.
Tileshot that shit!! ;)
Also i would kill that dust effect under the hovering truck. I feel like you could sell the idea if you made a different effect. More of a magnetic effect from the hovercraft than dust from the ground.
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, polycounter,
810 Posts,
Join Date May 2007,
Location san diego, CA
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ok will do I wanted like a distorted magnetic field under the truck but i wasnt sure how to make that any tutorials you know of? also I will tileshot it haha.
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, spline,
130 Posts,
Join Date Feb 2011,
Location Los Angeles
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distortion particles ftw !
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, card carrying polycounter,
2,032 Posts,
Join Date Nov 2004,
Location three oh three.
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Hey man, really diggin the mood of the scene right now. Agree about the magnetic field effect.
For crits... I noticed that all the garbage bags are sitting with the mouth of the bag tied and pointing straight up. Maybe make some variations using the same texture where they're slouching in different directions? The walls are also looking a little flat, you might want to play with popping the normals a bit more and adding some variation to the different panel elements in the diffuse and spec. They don't have to be huge variations, like a bunch of different bold colors, but some subtle material difference will give them a lot more passive interest.
Hope that helps!
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, card carrying polycounter,
2,160 Posts,
Join Date Jan 2006,
Location seattle
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Props are looking cool, keep up the good work!
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, spline,
146 Posts,
Join Date Oct 2009,
Location Seattle, WA
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