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created Invasion Map - UDK Environment
on 10-08-2011 02:12 AM
Hey! This is an environment I just finished up as a personal portfolio piece - hope you enjoy! Any crits or comments are welcome of course.
Some details: Everything was modeled out in Max and Zbrush, textured with photoshop and crazybump, put together in UDK. Cant take credit for the skybox as it came with UDK ;) but im gonna try and make a custom one for my next environment.
Anyway, here it is:
*Updated beauty shot:
A shot of the filler props:
Some Shots of the Dropship:

Last edited by Special K; 10-08-2011 at 11:51 PM..
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, null,
17 Posts,
Join Date Dec 2009,
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Fucking hell man! Looks great! I do feel it feels kinda dark though, and that great house of yours doesn't really pop in the shadow like that. A street light in the foreground would help?
Any how, great details! Great execution!
Everything stated by me is my personal opinion and it is not in any way related to Avalanche, if not stated so.
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, dedicated polycounter,
1,385 Posts,
Join Date Oct 2009,
Location Stockholm, Sweden
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I really like this, it looks very professional. My only crit is that the drop ship looks super high poly. Those buildings kick arse.
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, triangle,
362 Posts,
Join Date Jan 2011,
Location UK
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really like these beauty shots!
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, veteran polycounter,
3,304 Posts,
Join Date Oct 2004,
Location Denver, CO
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Hey thanks Olsson - Ill try lightening it - its been a pain to get it to look right on different monitors, because on mine it looks brighter i think.
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, null,
17 Posts,
Join Date Dec 2009,
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@ Walrus - Yea the dropship is highpoly, it was more of a show piece and not an 'ingame' model so to speak - i just wanted it to look nice for the portfolio.
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, null,
17 Posts,
Join Date Dec 2009,
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Holy-wow. That is ace, v.inspiring. Is the concept one of yours?
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, line,
61 Posts,
Join Date Apr 2011,
Location Edinburgh
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really groovy! i like it a lot
kinda reminiscent of crysis 2
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, vertex,
37 Posts,
Join Date Jun 2010,
Location Switzerland
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Wow that's awesome. I agree it's maybe a little on the dark side, although I am a fan of the electricity being out like that so finding a secondary light-source could be tricky.
The colours in the alien ships material are particularly cool.
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, line,
65 Posts,
Join Date Sep 2010,
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I quiet the brightness of it, it's got a strong composition, the darkness on the left in the first shot draws your eye towards the dropship and back towards the view down the road.
Is the large ship in the distance a unique mesh or the small one scaled up?
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, line,
67 Posts,
Join Date Sep 2011,
Location Brisbane, Australia
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i really like the lighting in the scene. you tend to get a lot of environments that are bang on mid-day.
as a newb i would love to know a bit more about how you did your buildings.
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, null,
16 Posts,
Join Date Jul 2010,
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Hey guys!
- The concept is mine, although i didnt paint anything, just drawings on my own.
- The large ship is a bunch of the drop pods put together ;P I thought it looked cool and accomplished the effect i was after - if i had more time i would make a unique prop though.
- Yea, I went back and forth on the lighting from being lighter or darker, and finally settled on it being a little more dramatic, but im sure i could still tweak it.
Thanks for the feedback everyone!
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, null,
17 Posts,
Join Date Dec 2009,
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@ cyberflame: Heres some stuff on how I made the buildings: Hope this helps! - So the smaller pieces are built in Max with specific measurement settings - in this case I used meters and just made sure everything I built corresponded to those settings. All the window pieces are 2 meters in width and i think 3 in height - they all have their pivot points set to the lower lefthand vert so that they all snap together in the same way. The rest of the pieces snap together along the grid as well.
Once the modular building piece is put together, i can then export the whole thing into unreal - then i clad them together to make larger buildings:

Last edited by Special K; 10-08-2011 at 09:10 AM..
Reason: forgot to mention something
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, null,
17 Posts,
Join Date Dec 2009,
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Love it. good stuff. cool textures as well.
Lighting could use a bit more contrast and should highlight some objects of your scene better. Maybe add a fire next to the drop pod to focus the viewers attention there.
Just nitpicking...
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, spline,
241 Posts,
Join Date May 2006,
Location Frankfurt, Germany
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sweet stuff, cheers
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, null,
16 Posts,
Join Date Jul 2010,
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Excellent execution! You know when you open a thread and go, "Holy shit!" that it's good. Well done 
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, polycounter,
1,278 Posts,
Join Date Jun 2009,
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I really like it! It's a bit dark, and could use a little bit of "sharpen"
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, polygon,
683 Posts,
Join Date May 2005,
Location San Diego, CA
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yes very nice all around, i agree with lxenonl about the lighting at the foreground. it seems to be there but not so effective.
Also i would suggest reducing the amount of highlights painted along the ship's metal edges, there's really no need to and it just contradicts the global lighting.
The avatar tells all
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, dedicated polycounter,
1,887 Posts,
Join Date Nov 2004,
Location Israel
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Thanks for the critique guys - heres what ive done to tweak it: increased some of the support lighting and lightened the whole scene up a bit as well. Also added a some powerlines and telephone pole to the foreground. Reduced Depth of Field strength by about half to sharpen things up. Oh, and reduced strength of metallic highlights in the drop pod texture ;P
Gonna call this is done for now and start on my next environment..
heres the updated beauty shot:

Last edited by Special K; 10-08-2011 at 12:19 PM..
Reason: forgot to mention something
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, null,
17 Posts,
Join Date Dec 2009,
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looks fucking amazing. great job!! this pretty much pushed me to get the hell up and start makin art.
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, spline,
226 Posts,
Join Date Apr 2011,
Location Pittsburgh, PA
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Fucking love it!
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, spline,
216 Posts,
Join Date Jan 2011,
Location Toronto
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Quote:
Originally Posted by Special K
- The large ship is a bunch of the drop pods put together ;P I thought it looked cool and accomplished the effect i was after - if i had more time i would make a unique prop though.
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Hey it works, that's all you need. I only asked because I would have done the same thing, you rarely are afforded the luxury of creating everything uniquely for a project.
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, line,
67 Posts,
Join Date Sep 2011,
Location Brisbane, Australia
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TO THE FRONT PAGE WITH YOU!
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, polygon,
649 Posts,
Join Date Sep 2007,
Location Dallas, Texas
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Fantastic work man. No crits off the top of my head.
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, Polycount.com Editor,
1,748 Posts,
Join Date May 2009,
Location Redwood City, CA
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great job man 
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, polygon,
576 Posts,
Join Date Jan 2011,
Location Oceana, WV
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