Hey guys,
I am working on a new project for my portfolio have been getting to grips with how to set stuff up in UDK and how to lightmap, create modular assets, how to texture them so they tile correctly etc. etc.
The project is a dilapidated church (Trinity Church Manhattan)/warzone medical centre. The concept art has kindly been donated by a Mr Dennis Chan who worked on it for Crysis 2.
Here is my progress so far, I have put together the very basic shell, not all the elements are lightmapped and my progress is slow at the mo because ive been backtracking a lot dure to trial and error. I have changed some of the textures around a little bit and some of the pillars are a bit different.
The lighting is just a couple of point lights at the minute which reminds me, if anyone knows of any good UDK lighting tutorials im fairly new to how to light stuff decently in UDK so any pointers in the right direction would be greatly appreciated
There are a couple of issues i am aware of and will fix asap but what do you think.
Crits please!!
Cheers
Replies
I forgot to show you my little scale marker guys in the images
The ceiling does need to come a little bit higher i think though
I have not had much of a chance to work on this over the last week or so because i have been stuck on some crazy long shifts at work but i managed to get a couple of assets done (untextured & lightmapped etc.) just to throw into the scene to give it a better sense of progress and population.
Still a hellll of a lot more work to be done but heres what i got so far, what do you think?
(Also the seams you can see on the wall disappear when you get close to them. I tried to fix this by setting the resolution to like 1024 but it did not work, the lightmap aligns with the grid and is of a good size, any ideas how to fix this?)
Crits please
Also i tried Jordan.kocon's advice and padded the UV layout some more and during this i realised i had overlapped some faces on the lightmap channel. Once i corrected all of this the dark lines still remain, im not sure if it might be something to do with my texture but ive left it for the time being. I will post up some screens of the light map channel, UV channel and the texture itself asap to see if anyone has any ideas how to fix it because im stumped
Anyway here is my progress so far, (still untextured)
Crits/advice please
great concept. and i like the visual style of your scene! the colors match those parts of the concept very well that are in full sunlight that is coming through the window. the shadows are much greener and more grimy, though.
the main issue i see here, however, is scale and proportion. the height of the nave seems much better now after your changes. but the aisles seem much to wide to me. you could check out this link:
http://ericaclaustro.wordpress.com/2012/06/07/trinity-church-lower-manhattan/
it has a floor plan and a side section that seems quite accurate and might be handy to check your proportions.
if i were you, i would go back and try to measure proportions between different elements from reference images and adjust your meshes accordingly. lots of the images are going to have weird angles and viewpoints due to the architecture of churches but especially for vertical structures its not going to be huge problem. this: http://www.flickr.com/photos/thestevenation/2038401343/ might be very helpful to get the ratio of width and length of the nave right. just measure the central cross of beams in the ceiling...
compared to your concept, all props seemed to be too small at first. but after a second look it might also be a difference between the viewing angles and FOVs of the concept and your shots.
anyway, i am looking forward for your progess. subscribed!
The nave needs to be made much wider (which is going to be a ballache but it will pay off in the end) The reason the meshes seem small is because when i put them in to populate the scene the nave seemed to narrow so instead of tweaking the roof arch i just scaled the beds and drips etc. down to make it seem wider. I will resize them back to their original and make the nave much wider.]
The lighting in the scene is only pointlights at the minute. Do you know of any decent lighting tutorials for UDK especially for god rays??
Thanks for the help! Ill post up images as soon as i get some serious time to work on this some more
What do you guys think? Crits please
Has anyone got any advice or tips on how to improve my shader network to make a better reflection or make it sharper possibly, or do you think that its ok because i really need a second opinion on this.
Here is the shader network and images of the results
Here are some questions you should ask yourself regarding the wooden boards over the stained windows:
Are they trying to keep something in, or out? are they trying to stop light from getting in or out of the building?
that concept art shows scaffolding which could explain how they reached the upper windows, and from what i can tell, a large bit of cloth covering a window in addition to the wooden planks.
the rest of the scene looks promising, good luck
I am going to keep the warmish look when i finally get down to lighting it properly but i am going to make it extra awesome like in the concept art
I also think the warm lighting of the scene comes from the wall colour which i personally am a fan of :P
I have had some time to work on my project although due to work progress was stinted to say the least. I have added a few new additions, textured a few things, lightmapped a couple etc.
Anyway what do you think?
Oh and sorry about the watermark its there because i had to put them on my portfolio as WIP shots
All of your planks on the windows are exactly the same, i would have cretaed a few seperate planks and then imported them into udk so i could rotate, flip and move them.
Textures look fairly clean as well, just a touch of dirt and grunge would help out, it would also be nice to see some highlights on the brick wall texture, it looks very flat at the moment.
The stainglass could do with some emissive to them, to look like light is coming through but i think working on the lighting would also help improve this.
I think once those canvas are textured (maybe green) you will start to get some nice contrast in there.
But keep going, look forward to the next update.
@Sharvo: thanks for the feedback i am going to experiment with decals and overlay them on top of the texture to give a bit of grunge i think. I was thinking that about the planks aswell, i will delete them from the original model and put them in manually in UDK i will then be able to break up the tiling effect
Ill post an update as soon as i can
Could anyone help me or give advice on how to do/not to do this?? Have i done it wrong, or should i use a constant 1 vector?? Hellllp :poly119:
Cheers, guys!!
Just a quick update to let you guys know that the piece is now finished and on my portfolio XD
Im so proud of it
Its job hunting time!
Let me know what you guys think
Other than that it looks great! Good luck!
Keep at er'
Just a quick update to say i tweaked the god rays and toned them down, unfortunately i could not get the god rays to be parallel because the only way i could get the god rays was to use spotlights. The directional light would not cast rays through the windows.
Here are the updated screens and my portfolio work.
Any crits would be appreciated so i can tweak asap:
1) Get rid of the god rays from the sides. They don't really make sense and are just distracting.
2) Consider putting some particle emitters by the side windows to emulate tiny golden dust motes floating down. Have the move at the same angle the god rays currently are at. It would add some life to the scene and give the pictures some depth.
3) Keep the god rays coming down through the main window bu make them much steeper. Move the spotlight to the upper edge of the window. You may also want to think about doing a mesh with a translucent material instead to give you better control over the color, shape, and angle of the rays. There should be a number of meshes like this that come with the maps included in the UDK should you need reference.
Keep at it! Almost there and this will be a fantastic piece for your portfolio!
It looks like he just turned them up in his directional light settings.
The scene is looking great, have you tried just turning up the overall saturation for post processing? I think you'll find that you'd be matching the concept very quickly.
And then with just a quick contrast adjustment:
I think it will look a lot better with those changes and more closely represent your concepts mood.
Um, have you tried baking with production lighting? That might help give you some more bounce light and translucent colored light from your stained glass.
The colour bleed was totally unexpected but the light is shining through the back face of the windows (which is one plane) which is where the colour in them comes from.
Thanks for the crits, ill change the watermark....ive never liked it either, and quickly adjust the rays asap. Cheers for the crits ill post up updates asap. Its so so so nearly done!
Thanks for all the crits and tips, i took all of them on board and am proud to say its finally finished!!
I couldnt get the dust in UDK to look remotely good so i added some fog instead to give it a sense of dust/depth etc.
I couldn't get rid of the side window light rays completely because it took a lot of awesomeness away from the scene so i toned them down massively. I also made the angle of main window rays a lot steeper which makes it look a hell of a lot better.
I also changed the watermark to something much more subtle and more modern looking
Thanks for the help i couldn't have done it without ya!! Below are the final shots and the link to my portfolio in case you want to check out the texture maps, wireframes etc. is www.benhearndesigns.webs.com