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created UDK - Skatepark
on 01-03-2010 01:34 AM
Well, instead of spamming the "what are you working on" thread...decided to start my own to show my progress on my skatepark...
I would like to actually make it playable later on...but that's a really long time from now since my experience with UTE3/UDK...or any game engine for that matter, started when UDK came out just a few months ago...got me lots to learn!
Anyways...I started blocking out the level in UDK but it's still pretty crappy to show anyone...so I wanted to show what I have so far....
*Update*

*END*
....there's actually an updated model with less triangles under 2.5k I think and a different texture...just can't find the fucking image.
Started on some random assets...
Hoping to get the low poly + maps done by sunday night.
Anyways, any crits or comments are appreciated!
Last edited by MRico; 03-01-2010 at 01:07 AM..
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, triangle,
456 Posts,
Join Date Jan 2009,
Location Los Angeles, CA
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The wood thing needs work, 256 is pretty small for a pretty large asset. And the texture is bland.
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, polycounter, lvl. 13,
7,244 Posts,
Join Date Jul 2009,
Location Columbus Ohio
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The top and bottom boards on that pallet are pretty thick and that skateboard is pretty high-poly, especially on the bottom. You may want to make the wood coming through on the bottom have more scratches around the edges. Other than those things, this looks like pretty solid work. Keep it up.
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, card carrying polycounter,
2,324 Posts,
Join Date Dec 2007,
Location Fremont, CA
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You need to apply bumps to skid and make the edges more Jagged.
ZacD is correct.
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, veteran polycounter,
2,919 Posts,
Join Date Dec 2009,
Location Sauga, ON
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Looking good
The wear on the skateboard should have a sharper transition between the wood and paint, right now it looks a bit too soft blended. You might want to add a few deeper gouges with your normal map as well.
The wood palette could easily use a 512 no problem, or find a way to tile/stack UVs with a 256. A non-square texture might make a better fit as well. I'm not certain but you might be able to get away with letting Unreal handle the AO so you don't need to worry about getting it all nice and layered on your diffuse. Just have some good 2nd channel lightmap UVs to bake to.
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, veteran polycounter,
2,522 Posts,
Join Date Feb 2009,
Location Hawaii
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ZacD - Thanks for the feedback Zac, I'll go ahead and work some more on the pallet.
Swizzle - Thanks man, I have an updated skateboard just couldn't find it. I'll post it up and let me know what you think. I hit most of your points with it. I'll go ahead and make those adjustments to the pallet.
Nitewalkr - I'll see if I can hit those changes.
Ben Apuna - I'll post a pic of the update skateboard later today...if I can find the model itself. Let me know what you think of the paint. I'm going to add a few deeper gouges like you said though.
The pallet is currently stacked up on the 256, I only unwrapped 3 of the planks and one side plank and duplicated them and rotated them to not see the mirror uv.
I think the pallets look good when you're actually playing the level...but I think most of you guys want a bigger texture size?
I'll post an image of it in game with the 256 and 512 to see the difference.
Anyways, thanks a lot for the help guys!
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, triangle,
456 Posts,
Join Date Jan 2009,
Location Los Angeles, CA
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If the palette looks good ingame that's all that really matters.
One thing you want to watch out for as you continue forward with your level is keeping the pixel density consistent on all of your textures.
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, veteran polycounter,
2,522 Posts,
Join Date Feb 2009,
Location Hawaii
, triangle,
456 Posts,
Join Date Jan 2009,
Location Los Angeles, CA
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the skateboard looks sick! nice job!
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, dedicated polycounter,
1,402 Posts,
Join Date Dec 2009,
Location Texas, USA
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roosterMAP thanks a lot dude!
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, triangle,
456 Posts,
Join Date Jan 2009,
Location Los Angeles, CA
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Solid work on the board but the quality makes certain problems stand out that much more in some places. The scratches one the center underside of the board look a bit too uniform. Even for the most consistent of riders there would still be a clear favoring of shifting weight to one side or another.
On that note the scratches on the tail should be a bit longer and more noisy on the tail as people tend to do more manuals than nose-manuals and tend to drag the board a bit when they lean back as seen here.
Also the dirt on the griptape looks kinda blury. If it's a seperate layer I think you could easily fix it by bringing down the opacity.
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, dedicated polycounter,
1,361 Posts,
Join Date Apr 2009,
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MattQ thanks dude, yeah you're right about the scratches. I'll see if I can fix those up later today.
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, triangle,
456 Posts,
Join Date Jan 2009,
Location Los Angeles, CA
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also notice in MattQ86's picture that the scratches are not super deep like you have them. I would think if the skater had that many deep cuts in it the board would snap in half. I would personally go more worn...less cuts if that makes sense. Good stuff. Again this is yours those are my 2 cents.
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, polygon,
517 Posts,
Join Date Apr 2009,
Location AZ
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Really? They look fine (in terms of depth) to me. Most boards are 7 different layers of wood layed with the grains against each other. Really the only way to snap one is to curb-stomp it. The picture I posted doesn't have deep scratches on the center of the board because it has those dumb rails on the bottom, sporting equipment that will truly go down in history with those leather football helmets as what historians will call "fucking dumb".
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, dedicated polycounter,
1,361 Posts,
Join Date Apr 2009,
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My skateboard looks about like that(the scratches). Only other thing I see that could be fixed up would be to make the scratches a little more random and add some more scratches to the nose and tail of the board. You do scratch the paint of those with nose/tail slides. Good work so far though.
Yes.
I am
Under your bed at night.
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, vertex,
37 Posts,
Join Date Jun 2009,
Location St.Charles
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dudelan2001 thanks man. I think the deepnes of the scratches are ok. What I had before was too weak. These scratches are bit more realistic to the boards I used to have.
MattQ lol
Reefer Yeah, I thought the nose/tail were looking too clean. But you're right, they should be more worn out and thanks dude!
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, triangle,
456 Posts,
Join Date Jan 2009,
Location Los Angeles, CA
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The update looks good! Keep working on it and you will eventually have the real-time texture on it.
Good luck.
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, veteran polycounter,
2,919 Posts,
Join Date Dec 2009,
Location Sauga, ON
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The problem i see with those scratches is that they are all perfectly perpendicular. Also i do think they're too deep, but eves, it's minor compared to the pattern.
images:
http://www.flickr.com/photos/85965115@N00/2539177399/
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, polygon,
728 Posts,
Join Date Oct 2004,
Location Montreal, QC
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Yeah, I agree. I skateboard myself, and some of the wear you have is ok, but it shouldn't be all that uniform in the middle. Some random scratches at angles would be good. Not heavy though, just thin scratches from the board flying and hitting something or whatever.
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, polycounter,
1,064 Posts,
Join Date May 2008,
Location Kirkland, WA
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Oh skateboarding, what a great sport. These guys are right about the straches, but that's an easy fix. The light looks good to me. Can't wait to see this finished.
I wish I still skated =\
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, dedicated polycounter,
1,401 Posts,
Join Date Apr 2009,
Location Ontario Canada
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I wish I lived in a town where all the ledges, parking blocks and streets weren't made out of a mixture of cheap cement, fishbowl gravel and kitty litter.
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, dedicated polycounter,
1,361 Posts,
Join Date Apr 2009,
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Hey at least you don't live in a large city where most ledges have skate stoppers on them. And the skateparks are overpriced and shrouded with elitist owners and cliques. But I still love skating here, lots of ways to get creative.
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, triangle,
318 Posts,
Join Date Dec 2009,
Location Houston
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I just like doing street skating, I don't like the parks myself. I have one next to work though I might ride, it's free, but kinda small.
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, polycounter,
1,064 Posts,
Join Date May 2008,
Location Kirkland, WA
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I appreciate all the help and crit you guys are giving me. I'm listening and taking in all of your guy's input....so here's an update. There's no Spec...er, I think it's the one from the old board...forgot to change it in UDK.
Also, forgot the scratch marks from wheel bite.
What do you guys think?

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, triangle,
456 Posts,
Join Date Jan 2009,
Location Los Angeles, CA
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Looking so much better. Just work on that truck to get it looking metallic and a bit flakey.
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, triangle,
318 Posts,
Join Date Dec 2009,
Location Houston
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