, card carrying polycounter,
2,396 Posts,
Join Date Jan 2005,
Location London, Ontario
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lookin siiiiick buddy
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, card carrying polycounter,
2,449 Posts,
Join Date Apr 2009,
Location Toronto, Ontario
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Looks kickass. The only crit I would have are the small suspended chains near the top of your scene. I don't know if this is going into a game or not, but will they be far away from the player/viewer? If so, instead of having those small suspended chains modelled, they could simply be planes with a good diffuse, normal map and alpha channel. Just a suggestion!
Hope this helped out! 
Keep up the great work!
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, dedicated polycounter,
1,458 Posts,
Join Date Nov 2009,
Location Montreal, QC, Canada
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Wow, so many details! Looks great!
Keep going!
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, line,
96 Posts,
Join Date Oct 2009,
Location Ukraine
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i like the WoW feel. good job!
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, dedicated polycounter,
1,401 Posts,
Join Date Dec 2009,
Location Texas, USA
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Don't want to waste too much time on this... but I was wondering if anyone could answer this quick question for me.
I want to try and keep all my folders nice and neat in my udk package, and I was wondering... is there ways to create Sub Folders in main Folders?
For example: "Static_Meshes > Rocks > Penis_Shaped"
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, card carrying polycounter,
2,396 Posts,
Join Date Jan 2005,
Location London, Ontario
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Double posting... I apologize.
Here is a VERY quick lighting test in UDK. This was the first time I've messed around in UDK, and I can tell you I'm going to have SOOO much fun with the lighting setup for this scene (and really any future work done in UDK).
Still need some meshes in there (bugging me more now since I've seen the quick bake)... like the main platform, really needs some broken up tiles / floor in generl to help break everything up more.
Still designing some areas as well, but at least this is a good base for me to get started on some sculpting, I'm hoping it will be a fun process, going to be doing a lot of tileable sculpts (which I haven't done before) so should be a good learning experience.
Need to fix smoothing groups as well...
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, card carrying polycounter,
2,396 Posts,
Join Date Jan 2005,
Location London, Ontario
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this looks cool. is that an AO bake you already threw on everything for that UDK shot or is UDK lighting just that good?
"It is important to draw wisdom from many different places. If you take it from only one place, it becomes rigid and stale."
I work at The Behemoth.
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, polygon,
572 Posts,
Join Date Sep 2009,
Location San Diego, CA
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looks really promising. keep up the good work!
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, triangle,
387 Posts,
Join Date Jun 2007,
Location Germany
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Looking pretty slick so far, Jason! Don't let us down! 
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, spline,
162 Posts,
Join Date Apr 2007,
Location Adelaide, Australia
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looking good my friend, can't wait to see the final scene
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, vertex,
28 Posts,
Join Date Jul 2009,
Location Ontario, Canada
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Did you throw everything into unreal as one big ass mesh? or did you import lots of separate objects?
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, dedicated polycounter,
1,608 Posts,
Join Date Oct 2008,
Location UK
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Quote:
Originally Posted by ralusek
this looks cool. is that an AO bake you already threw on everything for that UDK shot or is UDK lighting just that good?
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Thats just UDK doing its thing, I don't even have proper lightmaps setup for the models
(well... I have none right now, this was a quicck quick test last night).
Quote:
Originally Posted by fearian
Did you throw everything into unreal as one big ass mesh? or did you import lots of separate objects?
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They are in groups... like the walkways are 1 model, the spikes sticking out of the stairs are one model (etc.).
I figure that would be the fastest, but I'm gonna go back and separate that shit once I get all the uv's laid out (they are unwrapped, just not setup the way I want too right now...).
Its messy, but for some reason I did it that way, and now im gonna have to pay for it.
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, card carrying polycounter,
2,396 Posts,
Join Date Jan 2005,
Location London, Ontario
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I would suggest to give your plateau in the middle far more place to the sides. It has no place to 'breath'. It looks quite claustrophobic. It would also look more epic if there was some atmospheric perspective in it. It looks all to narrow...
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, triangle,
329 Posts,
Join Date Jan 2009,
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This is just a quick post before I hit the hay, but I've been messing around with how i'll be doing the zbrush work annnnd texturing style (was inspired by adam's technique for his new scene).
I prefer the flat over the normal, but I think if I can get it right (and seeing how unreal handles normals) it should be subtle enough to work out hopefully.
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, card carrying polycounter,
2,396 Posts,
Join Date Jan 2005,
Location London, Ontario
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Looking great Jason. Loving the Normal/Textured looked. Cant wait to see this scene all purdy like with textures.
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, card carrying polycounter,
2,028 Posts,
Join Date Jun 2008,
Location Santa Monica, CA
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This is looking fantastic already! Love the lighting in UDK.
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, spline,
125 Posts,
Join Date Aug 2009,
Location Iceland
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Good job Jason! Looks near Diablo 3 style!
What Adam you talking about?
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, line,
96 Posts,
Join Date Oct 2009,
Location Ukraine
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This adam.
Jason - why do you prefer the flat over the normal? I think the bumped version looks fantastic and works surprisingly well with this style. INTERESTING!
How are you going to get this bitch in to Unreal?
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, Administrator,
8,660 Posts,
Join Date Oct 2004,
Location Toronto, Canada
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Jason: Looks great, man! Nice texture style too, it will be cool to see that style all over this environment.
adam: It already is in Unreal? o_O
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, MoP,
11,603 Posts,
Join Date Oct 2004,
Location London, UK
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MoP: I think he meant once he lays out his UV's properly and everything he'll have to reimport it piece by piece which will be a major pain in the ass. If you try importing multiple objects at the same time it can (and from my experience) often does completly fuck up the shadows in UDK.
Major time consuming...
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, triangle,
451 Posts,
Join Date Aug 2009,
Location Waltham, MA
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Major time consuimg indeed, but the good thing for me is alot of the objects I made with a base model, so most of them share the same uv's... so that part will be quick.
And honestly, since this is only meant for show, I don't have to worry about placing my objects since when I export, I always have pivot point set to 0, so it snaps right in place when I import it into UDK.
Thanks everyone for the feedback too, I'm glad you guys like the style, I'm going to push it more with some more highlights in the texture / little more detail here and there (not too much) and I'm hoping it'll make everything pop.
I'm gonna work on the sculpting style a bit more since I know the Darksiders always has this nice hard edged look to it, and I think it really helped them with their stone floor tiles etc.
Edit: Oh... and everything is UV'ed... I just need to place them in a sexy map (like vcortis said... maybe not the exact words though :P )
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, card carrying polycounter,
2,396 Posts,
Join Date Jan 2005,
Location London, Ontario
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Jason: try to make it more sharp and angular (like you said yourself) with flatten/trim. I'm liking how it's looking so far, but that will really push it.
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, veteran polycounter,
3,140 Posts,
Join Date Oct 2004,
Location Amsterdam
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Damn dude, this is looking great. I'll be following this for sure!
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, polycounter,
779 Posts,
Join Date Aug 2009,
Location Atlanta, Georgia
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really great work there mate, you have my eyes, I'll be following 
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, dedicated polycounter,
1,644 Posts,
Join Date Sep 2009,
Location Sweden/Malmö
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