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created [WIP] Destroyed Chinatown enviro
on 01-05-2011 08:15 PM
Ahh, new year is here and time to update the ol' porfolio. Found a cool Chinatown concept by Alex Chu http://www.conceptsofalex.com and decided to go for it.
I wanted to start this thread early so I can see my progress, and hopefully others can benefit from watching as well.
I blocked out the scene in UDK using BSP, then added basic lighting and some DOF. When I was happy with it, I exported out and imported into Max. Now I am beginning to model on top of the greyblock in Max and then re-import the pieces into UDK.
My first snag already, I'm not sure if its been changed but I remember I could just right click the "move" button in UDK, set everything to zero, and it will place my mesh in the same spot as in Max. But, this time when I do it, I need to turn it 90 degrees.
Concept: http://www.conceptsofalex.com/pictur...tureId=5719063
Modeled a first pass of one of the buildings and imported in as a test.

Last edited by alexk; 01-12-2011 at 10:32 PM..
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, polygon,
524 Posts,
Join Date Nov 2007,
Location Montreal, QC
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I like the concept, i like your building, good blockout so far.  wanna see more!
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, dedicated polycounter,
1,751 Posts,
Join Date Aug 2008,
Location Troy, New York
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Fleshed out the road today

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, polygon,
524 Posts,
Join Date Nov 2007,
Location Montreal, QC
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Good stuff, Ill keep an eye on this thread 
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, line,
64 Posts,
Join Date Oct 2010,
Location Thunder Bay, ON, Canada
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Buildings

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, polygon,
524 Posts,
Join Date Nov 2007,
Location Montreal, QC
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For some reason i think a big rush of water is coming over that wall.Maybe to many utube videos of floods in weird contrys.Its like the wall is weak and leaning towards you.Downhill too.
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, spline,
144 Posts,
Join Date Dec 2010,
Location Wisconson
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Having a bit of the Monday's today.. more buildings and a street lamp I made over the weekend. Trying to get all the greyblock filled out with a first pass model, then onto first pass textures

Last edited by alexk; 01-10-2011 at 11:23 PM..
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, polygon,
524 Posts,
Join Date Nov 2007,
Location Montreal, QC
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Filled in all greyblocks, woot! Also added some hanging wires and banners, and a skydome. I'm still missing alot of small debris, signs, roof bits, chinese lanterns, a car. But I got the core of the scene down and gonna start assembling my textures.

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, polygon,
524 Posts,
Join Date Nov 2007,
Location Montreal, QC
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look very nice man, i love how your going about doing the elevated earth and cracked concrete!
cant wait to see this when its farther along 
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, dedicated polycounter,
1,793 Posts,
Join Date Oct 2008,
Location Vancouver, BC
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It's defiantly getting there, I'd bust a bit off the top off the taller tower in the back (the one with smoke coming from it)
Remember in lighting, highlight your focal point first, get that in lighting and keep going with it. Don't just make a piece for the sake of making it. Get the focal points down and where you want people to see in order.
*EDIT*
OK for some reason the concept didn't come up for me, so I got rid of that (i re-posted it) and another note, this guy has some pretty rockin' concepts.
Last edited by jimmypopali; 01-11-2011 at 07:48 PM..
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, polygon,
551 Posts,
Join Date Nov 2009,
Location Melbourne, Australia
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Colour! Some of the textures are working better than others and I think my lighting needs adjustment

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, polygon,
524 Posts,
Join Date Nov 2007,
Location Montreal, QC
, polygon,
524 Posts,
Join Date Nov 2007,
Location Montreal, QC
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The asphalt texture is ok, but your brick texture is terrible. Stretching like crazy, too.
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, polygon,
683 Posts,
Join Date May 2005,
Location San Diego, CA
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looks great, i love the size of the crack in the earth. keep up the good work
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, spline,
108 Posts,
Join Date Nov 2009,
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Pretty sure the stretching bricks are WIP... and I agree, would go for a more derelict approach.
I'd watch some of the saturations, a bit too red and green at the moment for my liking. Road texture is really nice but I think the rocks need some more resolution.
Good stuff, can't wait to see it progress.
MCSHERRY3D.COM
LEVEL ARTIST
(looking for work)
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, triangle,
402 Posts,
Join Date Feb 2010,
Location United Kingdom
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Thanks for the feedback, I agree that things are too saturated right now. I haven't used UDK in a year, and it's kinda weird that my textures are coming out that way. Some of them are quite desaturated and also quite dark but they come out popping in-game. Anyways, I've given it a slight desaturate in the UDK post process for now, so we'll see how that works out in the next few days
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, polygon,
524 Posts,
Join Date Nov 2007,
Location Montreal, QC
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Messed around with some textures, lighting, UDK post processing settings before going to bed

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, polygon,
524 Posts,
Join Date Nov 2007,
Location Montreal, QC
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I like where this is going!
One thing I think you should look at is the dirt texture, I guess itīs WIP right now since it looks so flat.
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, spline,
138 Posts,
Join Date Sep 2010,
Location Sweden
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I'm impressed, could use some help with how you get your lighting looking that good in UDK, that's my biggest problem!
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, triangle,
438 Posts,
Join Date Nov 2010,
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The texturing seems real flat to me. It could be the lighting though washing a lot of it out.
The rock texture on the larger cliff face chasm thing has too much depth in it. If you are going to have that much depth in it then model in the rocks a bit more.
Nice modeling though. Anxious to see this all textured up.
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, veteran polycounter,
2,950 Posts,
Join Date Oct 2004,
Location Orlando, FL
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Its shaping up. If you give the bricks a blue tint rather than red it will give the scene more dept using contrasting colours.
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, spline,
182 Posts,
Join Date Jun 2008,
Location Ireland
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Great joob man , i have a qestion about your workflow
when you just export building on UDK , They was with UV ? and when you want start texturing you make the UV or wath ?
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, triangle,
492 Posts,
Join Date Mar 2010,
Location Morocco
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Just asking, but shouldn't the wires be torn wildly and dangling ripped from their locations, it looks a little neat now.
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, triangle,
461 Posts,
Join Date Apr 2008,
Location Washington
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Sadly, not a huge update today. Been hitting lots of bumps in texturing, I don't think UDK likes plain textures very much. Also tweaked lighting again
Thanks for the past feedback.
I agree I need to push and pull more polys in the cliff/rock area.
For lighting, I've basically followed the lighting in Eat 3d's UDK dvd, but also copy the setup in the included UT maps in UDK and adjusted to fit my scene.
For UV'ing this scene, I've been making tiling textures first, then mapping them in Max, then exporting chunks of my scene into UDK.
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, polygon,
524 Posts,
Join Date Nov 2007,
Location Montreal, QC
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Hey man!
You know, a slew of people (Me, you, and another guy) have just started a bunch of Japanese / Asian related projects lol.
This is starting to look good man, the only thing I notice right away that's a bit off with it, is the paper lanterns. They are way too shiny! I'd take whatever spec you have on them atm OFF!
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, polygon,
649 Posts,
Join Date Jul 2008,
Location San Francisco, CA
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