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fantastic update. But i sure do hope you wont stick with that grass covered rock you have, well it really depends what you are going for, an exact 1:1 replica of the film scenery or are you doing this a bit freestyle?
haha im probably going ahead of myself here  i realize you are working on the keep right now. great job anyhow!
Quote:
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-Use the advanced terrain tools of UDK to push the detail limits texturing wise
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I assume you are going for something like this then.
Last edited by Visceral; 07-22-2010 at 10:48 AM..
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, polygon,
644 Posts,
Join Date May 2010,
Location Sweden
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looking nice
senior lighting artist @ r*north
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, veteran polycounter,
3,428 Posts,
Join Date May 2006,
Location edinburgh
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Wow very nice indeed! I'm a huge Tolkien fan so I'll be following this for sure! Btw will you make it into a wallpaper when your done? Cause I'd love to have it on my desktop. 
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, spline,
131 Posts,
Join Date Mar 2010,
Location Sweden
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very nice! cant wait to see banners and flags and such in the scene to add color.
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, dedicated polycounter,
1,402 Posts,
Join Date Dec 2009,
Location Texas, USA
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Helms Deep is the place where the King runs out on fire right? been a long time since I watched LOTR. great stuff and cant wait for next update. Also how much of this is modular?
WebGL Project - In a state of constant flux so might be down when you check it. Pretty old now.
Junior Technical Artist at Digital Extremes.
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, dedicated polycounter,
1,881 Posts,
Join Date Nov 2009,
Location Toronto
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Good feedback everyone, thank you.
Visceral: You're right, that's the first technique I'm going to try for the terrain. Supermasks and packed multi-textures+super normal map covering the whole terrain. It's the first time I'll be doing that way, so I'm going to learn all that.
mkandersson: I will surely make huge ass renders of it with UDK when doing my final shots
roosterMAP: Yeah, gonna have to find a good ref of the Rohan flag and make it big. I cant wait to paint more colors on the walls too, like in the film, the keep walls use to have a green/white/brown tint from place to place.
haiddasalami: Yes, it's that place. The ground and brick walls are hand modelled. The rest is modular.
Today I worked on finishing the inside walls of the keep with the arches and columns I made yesterday. Did some trims on the edges of the wall's ground to embelish a bit. (used the wall texture and I might use a real trim texture later).
Sunday I'll start with the king's room windows and battlements for the walls.
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, polycounter,
873 Posts,
Join Date Feb 2009,
Location Belgium
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Is this somehow related to Chivalry: Battle for Agatha?
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, triangle,
492 Posts,
Join Date Apr 2006,
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Et Earello, Endorenna Utulien.
Sinome Maruvan, ar Hildinyar
Tenn ambar-metta.
That's for good luck.
It's going great!

[Excuse my spelling off it. Hopefully it's 90% I know how to pronounce it and actually sing it but not any simple or 'ö' and the like]
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, dedicated polycounter,
1,440 Posts,
Join Date Jul 2009,
Location Scotland
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Looking real athentic mate. Seems cheap too, with few materials going into it. With that, you can really put a lot into this thing mesh and decal wise.
Is the space playable though scale wise?
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, polycounter,
1,132 Posts,
Join Date Feb 2008,
Location bAston, MA
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This thread is going from strength to strength! Real inspirational stuff, ParoXum!
e: Oh yeah, did you make the skybox for this or is it one you had floating around?
Last edited by fearian; 07-23-2010 at 01:13 PM..
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, dedicated polycounter,
1,616 Posts,
Join Date Oct 2008,
Location UK
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I like it!
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, line,
96 Posts,
Join Date Mar 2009,
Location Seattle, WA
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Awesome stuff going on in here, latest updates are looking super nice!
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, MoP,
11,604 Posts,
Join Date Oct 2004,
Location London, UK
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Quote:
Originally Posted by Torrrtilla
I like it!
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Me too !
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, polycounter,
803 Posts,
Join Date Jun 2010,
Location Namur, Belgium
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This is amazing so far!
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, polycounter,
835 Posts,
Join Date Jan 2010,
Location UK
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I see some tiling issues at the big wall, pretty clear there, I suggest breaking it up with some moss etc.
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, line,
72 Posts,
Join Date Mar 2009,
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this is coming along really great! looking forward to more.
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, card carrying polycounter,
2,039 Posts,
Join Date Apr 2007,
Location Belmont, CA
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Wow thank you so much guys, I'm impressed by all the feedback I get on this one.
zenarion: No, this isn't related.
Taylor Hood: Thanks, but I have no clue how to speak it neither sing it, so I cant help you on this one !
whats_true: Yeah, it feels cheap indeed, and taking a break and coming back at it a week later helps me now. I've painted colour variations everywhere since that picture, and will add more texture variation later. And it seems like night lighting also helps into colour variation.
fearian: Skydome copyright, Epic Games. Temporary. The fog is hiding a good part of it thought.
kjell: I fixed some of the most obvious patterns in the brick wall texture now. I will try to go further another time but cannot erase too much data neither.
I have been a lazy-artwhore this week and finally didnt work at all on the map until today. I'd like to excuse myself with this picture and a question(s):
Is this night lighting good or not? How can I improve it?
Thing is I hardly ever try night lighting, so I need good/severe crits.
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, polycounter,
873 Posts,
Join Date Feb 2009,
Location Belgium
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The night lighting is looking good. Maybe looking a little too ambient. Try adding a more dominant directional light source(a full moon) to get some subtle shadow casting, the brick texture is looking really good.
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, triangle,
356 Posts,
Join Date Feb 2010,
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Did you ever fix the issue with the bent bricks around the corners? If so how did you solve it?
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, triangle,
346 Posts,
Join Date Jul 2010,
Location Huntsville, AL
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lighting is looking pretty good.. maybe the environment color needs a bit more of a blueish green tone instead of a blueish purple. also ive been meaning to ask.. whats up with the fingerprint looking patterns on the terrain. i know u said the terrain was only temporary, but ive just been wondering.
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, card carrying polycounter,
2,039 Posts,
Join Date Apr 2007,
Location Belmont, CA
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I'd say adding a bunch of torches along the walls would make it look more alive and used(?)
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, triangle,
329 Posts,
Join Date Aug 2009,
Location Portland, OR
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what trevor said.
looks a lot like an overcast evening right after sunset and not like night. kill the ambient and add something that casts strong shadows. neither color nor brightness are bad, just lacking some really dark shadows.
i personally dont really think that a night shot benefits the scene, even though it might allow you to slack a bit on the distant stuff. kills a lot of the epic feel this scene is starting to have.
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, polycounter,
866 Posts,
Join Date Jan 2009,
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Night time is looking good, but it'd be interesting to see a dusk/dawn sort of set up to get some really nice colours in the lighting. (although a bit cliché maybe)
I agree on more torches inside the main area and along the wall, it'll make it look bigger (something its lacking atm is more scale indications imo) and more atmospheric since you'll have very concentrated dots of fire/light.
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, spline,
155 Posts,
Join Date Aug 2008,
Location Belgium, Torhout
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Not really a LOTR fan, but this is coming along great!
I would opt for daytime lighting tho, because the shadows increases contrast and overall readabilty of the structure.
With the night time lighting everything has the same color and alot of the details will just get lost.
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, spline,
107 Posts,
Join Date Nov 2009,
Location Belgium
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Stick with night time, but go for the look of a full moon. Keep the brightness about the same, but with a direction and shadows. I'd have the moon pretty high and to the left of the camera so that the main light illuminates the walls. Also add WAY more torches.
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, veteran polycounter,
3,269 Posts,
Join Date Oct 2004,
Location Kirkland WA
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