Here's another UDK scene of mine, I'm done with it for now, but may return to it in the future. It's based of some unused concept art i found, but it kinda evolved as i kept making new things for it.
computron: i'm thinking of doing some rock tutorials, polypaitning them is fairly easy, just base coat and then drybrush light and dark areas with masking.
chomp: the light beams were udk default lightshaft meshes with a custom material applied.
Computron: i'm thinking of doing some rock tutorials, polypaitning them is fairly easy, just base coat and then drybrush light and dark areas with masking.
for the polypainting? a combination of ambient occlusion and inverted cavity masks for the darker/shader areas and as sharp as possible cavity mask for the highlights. for the base i used 3 different rock textures to get the colours/volcanic look. just use standard brush for the poly paint.
Great stuff, doing a rock tutorial would be much appreciated by lots of people! I was going to ask what tools you mostly use when sculpting rocks.. would be cool to see a lapse video or something just to see how you tackle them.
Like what cholden said, I agree that the stools are too high. but you lowered the bar to show the detail, which is cool. Did you try just scaling the stools to be smaller? that might look better
Looking really Cool! Really like the neons and screens, would be cool if you could see some footprints in the sand infront of the bar area! really like it!
Very nice BUT I cant help but feel there's a feeling of "set-up"'ness to it. A better explanation is it's clear the origin is the bar but everything else around it almost feels like it was put there as a backdrop to make the overall picture more noisy.
So instead of looking like a natural environment it's more like a film set. If you get my meaning.
honestly, I think the scene is quite gorgeous, but I'm going to have to agree with chrisradsby that maybe you should try some other shots and angles. also, try adjusting the lighting in the background to make the shack stand out a little more. The scene looks gorgeous though. Keep it up!
This looked spot on until I noticed the bottles, and now it looks like a count the bottles puzzle! :P The two on the floor on the left really stand out, with no visible shadow or AO. Alot of the others seem separate from their environment in a similar way.
one of things that keep bugging me is that the environment looks very hostile in terms of weather and the hut doesn't look like it would survive any stronger wind blow.
And for the same reason it would feel weird to see people sitting there casually, with no protection from rain or wind, or even desert sun.
I think it looks very cozy. And like others have said, it has a nice concept-art-ish quality to it. Very warm and colorful.
Maybe it's on a planet with no storm or rain? :P
I do still get a kind of uncomfortable feeling looking at the stool/bar counter height ratio. I can imagine myself sitting there hunched over almost horizontally, haha.
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its more that the bar is too low than the stools too high, but i kept it low so the details behind could be seen easier.
Really nice scene... Stools could be fixed but really nice
you win.
edit: I'm dumb. Didn't read the other comments :P
y u soooo goood
just wondering how you created the light beams coming off the little monitors?
computron: i'm thinking of doing some rock tutorials, polypaitning them is fairly easy, just base coat and then drybrush light and dark areas with masking.
chomp: the light beams were udk default lightshaft meshes with a custom material applied.
Awesome. What brushes and masks did you use?
Like what cholden said, I agree that the stools are too high. but you lowered the bar to show the detail, which is cool. Did you try just scaling the stools to be smaller? that might look better
Would it be possible to get a small breakdown of the scene?
A wireframe render and some texture sheets/sizes perhaps?
Stunning work.
YouTube is blocked here, so I haven't had a chance to check it myself :P
here's the wireframe sans colour maps
So instead of looking like a natural environment it's more like a film set. If you get my meaning.
here are some close ups on some of the other assets:
one of things that keep bugging me is that the environment looks very hostile in terms of weather and the hut doesn't look like it would survive any stronger wind blow.
And for the same reason it would feel weird to see people sitting there casually, with no protection from rain or wind, or even desert sun.
Maybe it's on a planet with no storm or rain? :P
I do still get a kind of uncomfortable feeling looking at the stool/bar counter height ratio. I can imagine myself sitting there hunched over almost horizontally, haha.