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My only issue is that because the texture map is highly modular, any dirt I paint on will be more visible than it otherwise would be if the environment weren't so modular. I could add a little more dirt to the diffuse though, I'll try it.
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, polycounter,
826 Posts,
Join Date Mar 2010,
Location London, UK
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Nice work man as always.. B*****d ;)
This bit of reading may interest you! My fyp was almost going to be on this!
http://udn.epicgames.com/Three/ProceduralBuildings.html
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, spline,
147 Posts,
Join Date Jul 2010,
Location United Kingdom
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I've never seen that article before, I'll check it out! Cheers Scott
Sorta dropped off the radar recently. Been working more on my FYP and a little on a little environment test that took my fancy. I don't think I'm going to work on it any more, I just wanted to make something quick and fun, and test out material shaders in UDK.
I just tried out a few different lighting set ups to see what I liked the most. It was inspired by this concept by Aaron Foster.
And of course, I've been chipping away at my final year project. Mostly finished all the textures now, I want to keep working on them though to polish them up a little bit. I feel my handpainting has come a long way since I first started, and I want to go back and get the first assets up to scratch.
Here's a few of the latest shots:
I need to write up my investigation now, so that's going to be taking up a lot of my time from now on. I am going to be starting another environment soon though to have something fun to work on. I'm thinking of working on a spooky, farm house environment set in the middle of a huge storm. I want to explore sounds within environments more, and I really want to get the pitter-patter sound of rain on the roof! 
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, polycounter,
826 Posts,
Join Date Mar 2010,
Location London, UK
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Quote:
Originally Posted by PogoP
I just wanted to make something quick and fun, and test out material shaders in UDK.
I just tried out a few different lighting set ups to see what I liked the most. It was inspired by this concept by Aaron Foster.

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These are always my favorite type of environment projects - little concept art conversions that tend to experiment with lighting. Looks nice! glad to see more work from you too!
edit: also, 'TIC'? 
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, dedicated polycounter,
1,606 Posts,
Join Date Oct 2008,
Location UK
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Hey, so, like, when can I play Black Mesa??
Oh good work BTW.
"I greatly appreciate any advice, tips, tricks, knowledge, feedback and/or any critique on my work." Thanks!
Portfolio - looking for internships
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, polycounter,
791 Posts,
Join Date Mar 2011,
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Fearian - Hehe. I never understood the 'TIC' or 'TLC' reference. Maybe it's one of the developers that worked on A Link to the Past? Would be interesting to find out. Everybody I have shown the environment too has said the exact same thing, 'what does TIC stand for?!'.
BARDLER - I don't know dude! All I know is that the BM devs are still hard at work. It is a huge project and everybody is working part time on it in their spare hours. A lot of the team have full time jobs and thus don't want to be working every single hour of every single day. Don't worry though, Carlos is in charge and he always gets shit done!
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, polycounter,
826 Posts,
Join Date Mar 2010,
Location London, UK
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So I was working on that Farmhouse environment, but I sorta burnt myself out with it. I'm not dropping it, just trying something new
I have never really done any metallic environments, so I'm attempting one now. This is all just basic normal maps and base colours atm.

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, polycounter,
826 Posts,
Join Date Mar 2010,
Location London, UK
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nice kinda interested what you do with a completely different type of environment you got a good basis sofar nice and clean which is good since i find lots of sci fi stuff get over detailed.
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, card carrying polycounter,
2,233 Posts,
Join Date Nov 2010,
Location Halifax, NS, Canada
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Loving the work so far Liam. Nice to see the diversity you have in your work. For your UDK stuff might be worth looking at some post processing techniques. As for your modelling, very effective use of UVs. Top notch stuff man. Hope to see more in the future!
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, vertex,
27 Posts,
Join Date Jan 2011,
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Thanks Aaron!
Here's an update to the scene. I'm adding more modular elements, but it's beginning to look a little cluttered. I'm going to have to watch my use of orange in this scene!
Gonna make a modular pipeset next to go along the ceilings.

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, polycounter,
826 Posts,
Join Date Mar 2010,
Location London, UK
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Nice work.
For the cave scene can you talk about how you created that side wall texture.
It looks fantastic.
Thanks!
Chris.
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, triangle,
271 Posts,
Join Date Mar 2011,
Location Toronto, Canada
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Thanks Synergy.
Unfortunately, there was no secret, amazing technique.. As I was just nailing composition, I decided to use a modified photo from CGTextures, with normals generated in Crazybump. Sorry to disappoint!
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, polycounter,
826 Posts,
Join Date Mar 2010,
Location London, UK
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Your stuff's looking great, Liam! Careful with the light shafts in the cave environment. There aren't any in the concept and they have a nasty way of blotting out detail in your scene! 
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, triangle,
412 Posts,
Join Date Oct 2009,
Location Guildford, UK
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Yeah Feanix, it's so tempting to just cover everything in lens flare, but I think it shows true skill when you can make an awesome scene without using fancy effects.
Here's an update to the Sci-fi scene. I'm enjoying this so much, I might make an entire modular level out of this stuff.
New to this is: post processing, reflections, modular pipes, and changed lighting. I tried messing around with DX11 but found it to be too complicated for the little improvement it would give this scene.

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, polycounter,
826 Posts,
Join Date Mar 2010,
Location London, UK
|
Your darker lit cave looks cool, with some more props of course.
The bright version, you'd want to do something about the massive seem on the ceiling.
"All of time and space; everywhere and anywhere; every star that ever was. Where do you want to start?"
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, triangle,
393 Posts,
Join Date Jan 2010,
Location San Francisco
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Of course, I say that stuff about godrays when my scene has HUGE GIANT GODRAYS EVERYWHAR. In my defence those are in the concept too!
That scifi corridor is looking awesome. Would be nice to see each prop seperated from the rest so we can tell what the individual assets are and how they fit togther! :3
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, triangle,
412 Posts,
Join Date Oct 2009,
Location Guildford, UK
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Hey guys! Long time no post in this thread
Just an update on what's going on in my life.. I got a job at Frontier Developments in Cambridge, UK, around 5 months ago now thanks to a guy who comes on here named 'Pomperi' (who is an absolutely amazing artist btw, I now sit next to him at work and he has taught me so much since I've been there!).
I have been working on 'Kinect Disneyland' for the past 5 months, which was a really fun project, the art style is pretty cool and let us mix realism with more stylized stuff. I'll be able to put up some of the stuff I worked on when the game is released.
Since we've finished on Disneyland, we've been doing a lot of modelling/texture practice in the office in our downtime, and I've purposely been trying to work on my 2D skills, as they are the area I feel I can improve on.
Here's a couple of pieces I've been working on. The first one was an attempt at photorealistic painting, and the second is a more stylized rock texture. Both were completely painted by hand, no photos were used except for reference on another screen. Going to be making normal maps/specs soon!
I'm hoping to post a lot more stuff up here soon, so keep your eyes peeled guys 
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, polycounter,
826 Posts,
Join Date Mar 2010,
Location London, UK
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Really digging those textures. Also great to hear that you landed on your feet pretty fast!
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, polygon,
663 Posts,
Join Date Jan 2010,
Location Edinburgh
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Love your low poly pixel art work. :-)
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, dedicated polycounter,
1,445 Posts,
Join Date May 2011,
Location Minnesota, USA
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Planning a scene out of Shorpy.com? :P
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, Administrator,
8,658 Posts,
Join Date Oct 2004,
Location Toronto, Canada
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PogoP - that was meant for your house project.
I wanted to ask if you could show us how you've made the building. Is there any highpoly in there? Can we see the mesh work? Is it one giant piece or does it consist of a few pieces you can use to build this bigger, if you wanted.
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, Administrator,
8,658 Posts,
Join Date Oct 2004,
Location Toronto, Canada
|
Haha!
Adam, I'll do a break down later tonight for you guys. But basically, I did some high poly baking down to planes first, and then built the building around that.
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, polycounter,
826 Posts,
Join Date Mar 2010,
Location London, UK
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Those are some pretty sexy hand-painted textures. I just wanted to say you might want to reevaluate your how much space there is between your first and last name in your website logo, especially since all the letters are capitalized, it kinda melds together.
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, triangle,
432 Posts,
Join Date Jun 2010,
Location Burlington, Vermont
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Thanks for the feedback Darbeenbo! I am going to be completely re-doing my portfolio over the next year or so anyway, I'm going to add a lot of stuff I've done since I started my first job in the industry at Frontier Developments.
I never did get round to making that scene breakdown.. But I am working on a new environment which I plan on showing all my workings for once I have nailed a style. It's going to be a sci-fi scene, will have something soon guys!
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, polycounter,
826 Posts,
Join Date Mar 2010,
Location London, UK
|
Building looks real good! I'd say add some distortion and grime to the bricks on the second story might help to make it feel not so flat.
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, polycounter,
780 Posts,
Join Date Oct 2008,
Location Berkeley, CA
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