LATEST UPDATE:
Posting 2 images for some presonal work I've been doing.
Not much to show yet, just the basic structure of the windows, walls and ceiling.
My main plan is to get inspired to finish this, as I have a hard time finishing personal stuff. I will go slow on progress since I'm not having enough time. But I would like to have some words of encouragement (which believe me, it helps).
Main structures will be done with tileable strips (nmaps, etc) and only lowpoly modeling. Ornaments in some parts will need unique modeling. More to come soon...
There's a bunch of references on the web, and it seems to me that over time they changed some of it's structure. I'm not considering copying the architecture 100%. I'm looking to follow some constrains and make sure it can fit in a game.
Here's my main ref picture:
http://farm4.staticflickr.com/3380/3611494190_082e6a7af2_o.jpg
Replies
I plan on using all tileable textures.
Here's some progress:
gregs- Yeah, that is also some cool inpiration right there. Thanks!
Most of these assets are 256px for lightmap, only the ground is 512px. If anyone know the issue, let me know.
Now I'm on to start doing tileable textures.
Looking good dude.
Thanks man,
Here's an update on the wood wall panels material
great job man
Keep it up man!
-toolpaddz: hey, yeah, it's the FOV, I'm still trying to figure things out in UDK, both meshes are exaclty the same in Maya and UDK, but that is not final, camera goes later.
-Jeremiah_bigley: thanks dude, will do.
-Spephanie: thanks a bunch, yes, i love arches, they make everything look so architectury! heh
Here's some update, now in UDK:
Well, yes, usually in these type of spaces they don't redo the ground, they leave as it is, but the main thing they try to maintain is the walls and most visible architecture. Also the ground people step on it all the time leaving it very old and used. Although, I liked your idea, and I might not make it so contrasted in between them, I think the walls can be a bit less clean then what it is. THanks for the feedback.
I will mix with a blend using depth mask to get more variation.
Thanks for the input
Can you recommend any tutorials for interior design/UDK scene setup?
deciduo - thanks man
Here's a bit more progress, I started on the sculpt of the Dragon Scounce, It will be used on the column/walls. More to come soon:
It looks great!
E_Hollaway - lol
Fantastic either way though, definitely keeping my eyes on this.
See in your reference how the lamps travel down? Connecting the base and everything? See how they are wide too? They are not bulky enough to demand attention, but big enough to fill the scene and give presence.
The wooden frames that line the wall are dark. Lighten it up . The lighting will do the work for you. Also, those are not detailed enough like the reference pic.
Why should this have detail? Well, if you made that dragon thing all speced out, that detail needs to travel around the scene, giveing it unity. Maybe using a dragon theme? Idk, just balance it out and dont focuse single mindedly on one prop but the scene as a whole.
whats_true - hey, thanks for your feedback, but as you know, things are still work in progress. Not that I'm trying to explain my mistakes here but to add the detail I first need to see how things are going to composite first. As for the windows, yup, for some reason when I have them lit, all the detail of hard edges on it are gone, I might have to split the hard edges on the 2nd uv set so I we can see the seam where it needs to, as it shows too smooth. Also, later on I will add stained glass windows which will add more detail to the picture. Blending textures with a bit of dirt and stains will also do the deal.
Reminder, not sure if you read the first post, I'm not anyhow intending to do EXACTLY as the first ref. The wood on my other refs are very dark, but I can tweak that.
Thanks for the feedback.
Yes, things are very repetitive. My plan is to blend some grime on the bricks and put some variation on the wood. If theres time I will also want to do a destroied version.
- added variation to the brick walls
- added variation to the wood (if you notice, there's less spec wood, and a bit dryer than the common one).
- Fixed seams where the columns and the wood parts were showing
- lighting updated, a bit of variation.
- postfx, yes, I did add the light shafts, who doesnt right?