Been following this thread for ages, it looks incredible as everyone else has said, my only crit is that with the darkening of where the pictures where hanging
The area where the picture is hanging seems to have same colour/saturation as the rest of the wall, which looks quite off, maybe lighten the rest of the wall or make where the picture frame was hanging darker would help?
Pipotchi: thank you! Yes, they will be built more properly and with a proper shader, aswell as having a bit more structure and depth.
jfeez: yeah, i need to switch that decal from an additive one only ^^ Just havent got around to it,
Cranked out a fireplace and some firepoker-stuff : ) Fireplace will be one of the last larger assets for the scene, mostly polishing and fixing things after that. (unless i come up with something new, which i probably will...)
Fireplace is looking nice! Did you reuse any of the ornamental details you've done before or is it all new stuff?
Looking forward to your breakdown when you finish :thumbup:
Edit: When you do start the breakdown, could you go over how you did some of those ornamental details? I'm interested in seeing your lighting set up too if possible.
leleuxart: thank you! No, i'm lazy so its actually 100% reused parts from before ^^ Yes, I will try to cover everything in the breakdown once I'm, finished : )
A-N-P: thanks! Haha yeah it changed its scope a bit from what I originally planned...
This is probably one of the best environments I've seen. Love anything with a old/abandoned/ruined feel to it and you've definitely accomplished that already. Proper looking forward to seeing this finished.
Did some more work on the scene, adding some variation to the props, aswell as blocking out the facade and a mockup fountain. Slowly finshing up my list of things to fix ^^
Really nice assets Tor, it's amazing how some of those bakes worked out.
I am really curious about the lighting though and how not many people have mentioned it?
Most of your screenshots seem to have very little lighting love and very washed out?
For such nicely baked assets you seem to be hiding them in the dark, away from viewing eyes.
Well, thats because of a couple of reasons. First of all many of my asset-shots are zoomed into a corner, I'm not really lighting the scene to show of assets, so alot of them are in the dark, I am trying to accomplish a more natural light, so i try to stay away from artificially lighting things up, since i want the end result to be a more natural look when you walk through the scene. However the scene has shifted focus a bit back and forth, so right now the gradient of natural light through the scene is a bit too weak, so i need to crank up the lighting overallt a bit : )
Removed the colorgrading (which was temporary anyway) Will do another pass on that later. Also brightened up the scene a bit, added more bouncelight from the window and holes in the ceiling aswell as random tweaks. Oh, and built a quick background fountain.
wow this is great! I love the mood. The floor is really nice, the picture with the floor, the books and the leaves is great
Minor crit : I agree with jfeez about the aging of the wallpaper, it seems logic to me to lighten the rest of the wall as well and not only around the frames darkening.
ikblue, yeah, its been noted for a long time, i will get around to fixing that eventually : D (lazy)
Added some more stuff to the outdoor area, working on the facade of the house aswell as the windowframes etc. Need to do a better base texture for the facade aswell as some more interesting blending. Tons of awesome temporar gemotry, like the facade and the temp-tress and so on ^^ Need to do a proper foliage pass soon and build real foliage.
Alright! Now its finally done. Not really happy with some parts of it, but I just wanted to finish it, I stopped being happy with it a long time ago Here are a bunch of shots, will probably take a whole bunch more. Next time, breakdown of the scene!
That is beautiful! I've got to say though, the camera lens smudging and super-bright haze really detracts from the environment quite a lot. It just feels unnatural.
Great job, though. Straight to my inspiration folder!
Your UDK skills are immense. If you do a breakdown, can you please include the lighting and dust particles? I'm so curious to know how you achieved those results.
Thanks for all the comments! : ) And yes, I will be covering most parts in the breakdown, even if its briefly. Will try to get the breakdown out next week or something ^^
really cool! i think the (cool!) outside representation doesn't fit exactly to the PERFECT inside - but is still very beautiful. But the inside is just stunning. Great job!
The Clock seems oddly clean when you look at say the celing of the building its in. Makes it stand out kinda like a clear sore thumb.
And the leaves seem all one shade of green. There is not much there to break things up so they look like just large green blobs all over the screen. Especially which how much you have some variation in there would help break things up I feel.
Replies
The area where the picture is hanging seems to have same colour/saturation as the rest of the wall, which looks quite off, maybe lighten the rest of the wall or make where the picture frame was hanging darker would help?
jfeez: yeah, i need to switch that decal from an additive one only ^^ Just havent got around to it,
Looking forward to your breakdown when you finish :thumbup:
Edit: When you do start the breakdown, could you go over how you did some of those ornamental details? I'm interested in seeing your lighting set up too if possible.
This whole scene is beautiful, man! Really nice shader work too. Cool seeing it come from the OP to now.
Keep up the great work, that fireplace is stunning, btw.
A-N-P: thanks! Haha yeah it changed its scope a bit from what I originally planned...
Did some more work on the scene, adding some variation to the props, aswell as blocking out the facade and a mockup fountain. Slowly finshing up my list of things to fix ^^
I am really curious about the lighting though and how not many people have mentioned it?
Most of your screenshots seem to have very little lighting love and very washed out?
For such nicely baked assets you seem to be hiding them in the dark, away from viewing eyes.
keep it up!
Minor crit : I agree with jfeez about the aging of the wallpaper, it seems logic to me to lighten the rest of the wall as well and not only around the frames darkening.
ikblue, yeah, its been noted for a long time, i will get around to fixing that eventually : D (lazy)
Added some more stuff to the outdoor area, working on the facade of the house aswell as the windowframes etc. Need to do a better base texture for the facade aswell as some more interesting blending. Tons of awesome temporar gemotry, like the facade and the temp-tress and so on ^^ Need to do a proper foliage pass soon and build real foliage.
[ame="http://www.youtube.com/watch?v=p5fu9CbqmUk"]Baroque UDK Environment - YouTube[/ame]
The highly-saturated leafs vs. dim environment interior is my favorite aspect of it.
Looking forward to seeing those breakdowns
Great job, though. Straight to my inspiration folder!
Now go make it all clean and new again. :poly124:
Love every details on each asset, superb work!
Nice to know you did it in Modo too. I've been meaning to try baking in Modo xD
Not much to critic really, so i'll just say fantastic work man!
2 things I would point out are..
The Clock seems oddly clean when you look at say the celing of the building its in. Makes it stand out kinda like a clear sore thumb.
And the leaves seem all one shade of green. There is not much there to break things up so they look like just large green blobs all over the screen. Especially which how much you have some variation in there would help break things up I feel.