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Great stuff all!
Been working on this piece for the port, crits welcome!

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, null,
22 Posts,
Join Date Feb 2011,
Location Edmonton, Alberta
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Thats actually a pretty awesome kidd, nice one.
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Wooah soul eater! ;D
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, triangle,
387 Posts,
Join Date May 2010,
Location Sweden
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I'm working on a mountainous valley scene. It is based around a large central lake with surrounding hills and mountains. Basically I'm learning how to create realistic environments with UDK.
I am having some issues with the grass. Either I set it to transparancy and it gets no shadow but looks ok or I set it to masked which gives it shadow but makes it feel harsher. Is there a way to have a balance? For this shot it is set to dithered. But it has weird shadows on the ground.

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, triangle,
461 Posts,
Join Date Apr 2008,
Location Washington
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Thought it was a photo till I saw the grass in the foreground, so I guess you're doing it right! 
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, Banned,
5,303 Posts,
Join Date Dec 2008,
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small image, its just a screen capture from my latest wip...
playing a bit with the lighting for now... tell me you guys what you think

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, triangle,
494 Posts,
Join Date Apr 2011,
Location Somewhere in Europe :P
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Is that an exact replica of the intro bathroom in Splinter Cell: Conviction? Everything is in the same place.
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, vertex,
28 Posts,
Join Date Dec 2011,
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Snefer that looks great! I need to learn some of those techniques soon... working on MMO's is ravaging my udk skills...
speaking of - made a little progress on my temple kit

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, card carrying polycounter,
2,262 Posts,
Join Date Jul 2009,
Location Irvine, CA.
, polycounter,
1,283 Posts,
Join Date Jun 2009,
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Working on a portal 2 level.
I think that the video is darker then it is ingame.
<iframe width="560" height="315" src="http://www.youtube.com/embed/b_7RiZVM43Q?rel=0" frameborder="0" allowfullscreen></iframe>
The embedding doesent seame to work.
http://youtu.be/b_7RiZVM43Q
Last edited by S_ource; 12-29-2011 at 08:08 PM..
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, polygon,
531 Posts,
Join Date Jan 2010,
Location Sweden
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Hi!!, i just finish the high model!!! Now im working in the base and the hammer for this epic armor ,after that i will make the retopo and textures ;)

http://danielorive.blogspot.com/
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, null,
18 Posts,
Join Date Nov 2011,
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That is just awesome Daniel
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, polycounter,
1,167 Posts,
Join Date Jul 2010,
Location United States
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danitchu, that is freaking insane! I keep swearing up and down I won't yet start switching to do all my hard surface work in Zbrush, but that's pretty convincing. I'm jealous of your level of detail. Good luck with the retopo.
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, triangle,
321 Posts,
Join Date Jun 2010,
Location Massachusetts
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Some cool hard surface stuff and environments in here recently.
Re-attempting this guy, i think he looks a lot stronger and burly than my last attempt. As always, kind of fumbling around with the anatomy, I need to tackle some real people soon.

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, triangle,
356 Posts,
Join Date Feb 2010,
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Here's what I have, just need to spend a little more time tidying things up before I move on:

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, spline,
119 Posts,
Join Date Aug 2010,
Location Midlands UK
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How do you plan on texturing this? Your resolution is going to really bad if you keep it as one mesh.
Quote:
Originally Posted by choco
Currently working on some floating islands for a game level.
The whole thing is just one big mesh. (screenshot taken in mudbox)
Still a lot of work to do. (about 4 hours of work so far)
Planning to bring it into UDK and use multiple UV sets to combine unique and tiled textures.
As for the texturing style, I'm probably going for hand painted ones, Miyazaki style.
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, triangle,
321 Posts,
Join Date Oct 2008,
Location Phoenix
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pantsyuu - I just started Soul Eater a short while ago. That's turning out pretty awesome.
Done for the night on this one. Didn't expect it to go near this quickly, probably won't update again until it's done.

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, polycounter,
1,046 Posts,
Join Date Dec 2008,
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WIP... UDK test shot
I want to finish Diffuse texture by tomorrow and move on to specular..
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, spline,
110 Posts,
Join Date Apr 2009,
Location Pasadena, CA
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Quote:
Originally Posted by Pope Adam
Snefer that looks great! I need to learn some of those techniques soon... working on MMO's is ravaging my udk skills...
speaking of - made a little progress on my temple kit

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Very cool
Any tips for process? lots o multisubs?
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, polygon,
517 Posts,
Join Date Apr 2009,
Location AZ
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@dudealan2001 - haha yup - using 3 materials in the scene so far - roof tiles, wood, and walls. 1k for each mat, each piece of geo uses no more than 2 of the materials.
If you want any further breakdowns of the progress on this u can PM me, or keep an eye out for a thread of this, coming soon 
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Quote:
Originally Posted by Orgoth02
How do you plan on texturing this? Your resolution is going to really bad if you keep it as one mesh.
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I will be blending multiple textures together in the material editor (UDK) and blend detail normals with the main normal map. Same goes for the AO + cavity maps.
I'll use alpha maps to blend multiple detail textures together and 2 UV channels (one UV channel for unique UVs allowing me to take advantage of the highpoly model bakes, and the other one for tiled texturing and without seams).
If everything goes well, I should be getting a seamless landscape with this approach.
Low poly mesh is done btw, currently rendering high quality normals/AO/cavity/edge maps

Last edited by choco; 12-30-2011 at 12:57 AM..
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, triangle,
286 Posts,
Join Date Aug 2008,
Location France
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Cross-post lol

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, polygon,
645 Posts,
Join Date Mar 2010,
Location Long Beach, CA
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still working on my little zombie game, using some isometric 3d for some boring props like the generator
character is complete wip

Last edited by Orb; 12-30-2011 at 03:01 AM..
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, triangle,
250 Posts,
Join Date Sep 2008,
Location CA-Irvine
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