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popngear, how are you achieving that falloff with the light? It reminds me of the lighting in some parts of Mafia II and I really like it. Any hints on how you get those results?
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, line,
76 Posts,
Join Date Dec 2009,
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aaJohnny - yep, it's a badass show. I can't wait for season 2 but i think i'ts like 8 or 10 months out?
tavor - Instead of using point lights, i set the florescent meshes to emit light into the scene. IIRC, emissive based lighting is calculated using area lights which is responsible for the falloff.
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, line,
77 Posts,
Join Date Jan 2011,
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[QUOTE=popngear;1283737]aaJohnny - yep, it's a badass show. I can't wait for season 2 but i think i'ts like 8 or 10 months out?
Yeah I think in the fall they are starting back up.
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, polycounter,
1,138 Posts,
Join Date Jul 2010,
Location United States
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Made some progress with a couple more props including a hospital bed and an old Sony Trintron TV (I used to have one  )in the corner.

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, line,
77 Posts,
Join Date Jan 2011,
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I'll have to adjust the door or scale the bed a bit as it won't even fit in the room, oops :|
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, line,
77 Posts,
Join Date Jan 2011,
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I wanna play it !! :p
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, vertex,
35 Posts,
Join Date Dec 2010,
Location France
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Last edited by popngear; 03-11-2011 at 09:34 PM..
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, line,
77 Posts,
Join Date Jan 2011,
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This is pretty fantastic. If I didn't know any better I would think that this was a concept for the tv series.
One thing that sticks out like a sore thumb to me though is the computer blue screen in the first pic. To me it looks like you cut and paste it on there, post.
Other then that one thing, two thumbs up!
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, spline,
170 Posts,
Join Date May 2010,
Location Near - Charlotte, NC
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Dismembered, I think if I up the bloom value on the blue screen it'll help; thanks for pointing that out. Actually, I might just change the screen although I wanted to have it a blue screen to help show passage of time.
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, line,
77 Posts,
Join Date Jan 2011,
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did an amazing job with the lighting!
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, dedicated polycounter,
1,787 Posts,
Join Date Oct 2008,
Location Vancouver, BC
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Awesome work. The bloody footprints send a chill up my neck which is great! I feel the need to be heavily armed.
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, polycounter,
1,215 Posts,
Join Date Oct 2006,
Location Oakland, CA.
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I haven't had a chance yet to say this is some awesome work. I'm a fan of the show and I think your doing a great job conveying the story behind the environment. Your attention to detail/ texture work is really selling it well. Do you have some film grain thing going on in the textures or Post? Keep up the good work.
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, triangle,
339 Posts,
Join Date Sep 2009,
Location Atlanta, Georgia
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It looks bloody awsome.....you get it..........*caugh*
anyways I love what you have going on. Fantastic work!
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, spline,
131 Posts,
Join Date Mar 2010,
Location Sweden
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This is awesome. Very gritty, the lighting and colours look great. I think the chair could use some more polys at the top though.
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, triangle,
362 Posts,
Join Date Jan 2011,
Location UK
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This came out looking great! How'd you achieve that horror grain effect in your shots?
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, spline,
111 Posts,
Join Date Jul 2009,
Location Gainesville FL
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Thank you guys. I put extra care into the little details so I hope you guys can pick them out if you look carefully
Walrus, good suggestion, I am going to smooth that out the final images. Thanks for pointing it out.
For people who have been asking about the film grain, it is a default realtime screen post process that the UDK comes with located in the UberPostProcess node (it is disabled by default, as well as the vignette).
Here are the steps required to enable the film grain:

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, line,
77 Posts,
Join Date Jan 2011,
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Nice work overall!
What I noticed first that stood out to me was the lighting.
Overall I like the mood your going for, but I think it would be improved you could get the illusion of some light bouncing onto the ceiling.
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, null,
2 Posts,
Join Date Jan 2011,
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Yeah agreed, I've been trying to get the bounce to hit the ceiling but when I up the values it floods too much of the rest of the scene so I may just do some manual light placement. The value of the lighting on the ceiling in the hallway is what I'd like to achieve in the lobby area. I guess the hallway lights like that because it is much narrower, allowing a lot more light to bounce to the ceiling.
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, line,
77 Posts,
Join Date Jan 2011,
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Cheers dude, thanks a lot for the tutorial!
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, polygon,
554 Posts,
Join Date Dec 2010,
Location London, Ontario
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Looks awesome, great atmosphere.
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, dedicated polycounter,
1,398 Posts,
Join Date Apr 2009,
Location Ontario Canada
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One more prop checked off the list...up next, exciting coffee table..weeeww

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, line,
77 Posts,
Join Date Jan 2011,
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WAY too much noise. I suggest going into the noise material and adding a constant node and linking it to the opacity parrameter. Maybe at 0.6 or 0.7? That way, the noise will be less strong.
Also, I dont know why, but your Ambient Occlusion seems to be shaded blue... which is whats making the blood look wierd. Post a pic with normal black AO. I think it'll look a little better.
Nice work tho. Reminds me very much of F.E.A.R. In a good way. 
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, dedicated polycounter,
1,401 Posts,
Join Date Dec 2009,
Location Texas, USA
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Yeah I might tone down the noise a tad for screenshots, though I should mention I am using the current setting because in realtime when the noise animates it is far less pronounced. Good eye though. I'm using the default UDK post process noise which already has a parameter that you can control in the world properties.
As far as the the shade of the AO, it's an intentional colour grading on the entire image. It might be worth visiting after I finish the scene to tweak with the post a bit, but the intention was to grade the shadows to a sickly purple hue. I suppose the blood has fallen "victim" so to speak.
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, line,
77 Posts,
Join Date Jan 2011,
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that's one of the nice things about colour grading, it'd be really easy to mask out the effect on reds.
looking fantastic man. :] excellent surfacing and compositions.
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, polycounter,
985 Posts,
Join Date Oct 2006,
Location Toronto, ON
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