A fine start but as stated earlier,it needs more weathering as the other poster said. I think the windows look rather plane and could use other decorative elements to match the level of detail as the base..
@Richapocalypse Thanks man, I've added some dirt and grime to them here and I think it looks better. I don't want to mess them up too much though. I'm going for a building that is semi-taken care of as oppose to a derelict building. Also, cheers for the link!
@JO420 good observation, I hadn't noticed till you said then it was obvious lol. I reused the mesh from the lower portion but I'm not sure how it's working. I made some Air fans to break up the monotony.
[IMG][/img]
Little progress in these images but as always, crit away!
Yeah I'm not happy with the sidewalk. I wanted it to be big slabs you see in some american cities, but the spacing between them is huge. I'll try to dial it back a bit, if not redo the whole thing.
There's something wrong with your lighting, the shadows disappeared. This is a very nice start to the scene though. I would suggest adding more elements to break up the sameness of floors 2-5. This is a good reference: http://www.chrisalbeluhn.com/Building_Layout_Guideline_Tutorial.html
Sorry for the late response, been busy with work. @Marchwarden- I plan to have a couple of buildings in the scene but for the immediate future I will be working on this one building.
@MPKNielsen- The doors are wide because I was taking reference from the grand entrances of some hotels. Does it look out of place?
Updates: I added a lot more damage to the sidewalk and added more details to the building. These include a fire escape, wires and a hotel sign. Hit me with Crits!
Im struggling to think of how to break up the middle floors beacause they are very similar. Any ideas?
Im struggling to think of how to break up the middle floors beacause they are very similar. Any ideas?
maybe try variations on the windows - maybe one or two has some sort of tapestry across it, a few might have different types of light bulbs resulting in different colors (although during night i guess), some people might have replaced their shades, some of the blinds might be broken, etc
@Amsterdam Hilton Hotel- Thanks, I'l definitely play around with that. do you think the windows could benefit from any ornate stonework on them? I have the stone bit on the top of them but I don't like how it's looking. Any suggestions?
I think maybe some open windows or windows with something hanging off the ledge or windows borded up or with posters stuck up on the glass, broken windows, different coloured blinds, maybe curtains etc. Plants both in and out of the windows, like plant boxes or whatever they are called haha. Bottles pilled up in the windows. I could go on and on but I am not sure if this is what you want :P.
@l.croxton- cheers for this, all quality ideas. In terms of story, this is meant to be a hotel so posters wouldn't really be there but the curtains and boards and plants are a great idea.
I did a bit more work into some textures and also added some props to break up the monotony. Excuse the really bright clothes, I forgot to save out my spec map. Also, the night setting was a last minute thing so there is no emmisive map on the sign as you can see.
Looking good. Only thing for me is 'weathering'..is that what it's called?
It's just that some of the concrete (the walls on the ground floor and the 2 pillars that go up the front of the whole building) seem too clean.
I'm thinking add stain from rain, sun damage/cracks...stuff like that. And you could tweak the diffuse for hotel sign a bit too. add some red or blue to it. Otherwise I think it's great! Keep it up.
@danpaz3d- I have there is some weathering on those parts but it is not really noticeable I guess. I'll have to throw some love into those textures.
I added an emissive map on the sign and also fixed the spec problem with the hanging clothes.Other than that I started work on the road.
I attempted to make puddles for the road using decals but getting the reflections to work is proving difficult. Anyone have any good tips or tutorials on making puddles? As always, give me some crit
- is there any other red light source on the HOTEL sign other then the emissive?
- might want to make a few random windows with interior/emissive lighting as well, or put in some street lights something, that red glow is a bit too strong of a focal point in the night time shot
- add some more life to it ! that tree looks good, but oh so lonely
- maybe a trash can or bench etc, but you might already have this planned
@CandyStripes05 There is an ambient light in front of the sing. You're right though it is too strong. I do have other props planned but just not got around to it yet. I'll work on the window emissive lights though, thanks.
@ZacD Thanks for the tip. I'm a UDK noob as you can probably tell. Do you have any advice for making puddles for the ground?
@Nellac Thanks for the link. I'll give that a shot although I was hoping to find a solution that doesn't require adding more verts. This method has good looking results thought
Updates- I have added a street light and played more with the emissive maps. I've also added some construction props on the sidewalk.
I am getting a weird shading issue along the sides of some of the mesh. Like dark jagged lines. Anyone know what that might be? Also, any more suggestions on what to add/change would be appreciated!
Make more buildings, be smart about how you position the camera, I'd plan a few angles and do the minimum amount of work and details to make those shots work, you could do 3 building right next to each other, like a street row.
I think it's right click to rotate the camera when flying?
As for the rest of the scene, I agree with ZacD. Be smart, I would use the same building (different materials) and just rotate them around the main building (one on each side of the main building). Like a plus symbol from top view +
After some more advice I realised the night shot was looking too bright. However, I feel it still looks off.
I added a second building which was built from reusable assets. I will change the materials later but for now they are the same as the hotel. Any advice on how to fix the lighting would be great. Also when I zoom out there seems to be some depth or fog that makes the building a little washed out.
Your illuminated sections are too flat. There is no hot spot on the letters from the neon, also Illuminated textures for the windows need more depth. Try imagining where the light source would be and add a radial gradient going from that spot. Another great way to do this is by take a picture of a window at night, study the results and you will see lots of dark and light areas and hotspots created by the objects in the room.
@Fastcarver Thanks for the tip. I agree, it does look quite flat. I'll throw some more work into them.
Update! I have created more buildings with reused assets to make it more of a scene.
I might add some tall low-poly buildings in the back ground. Things I still want to add is a vehicle and more litter around the sidewalks. I also want to add something to the hotel to make it a more dominant feature. Like a carpet or awning similar to what hotels have on 5th avenue.
added some street lights to illuminate the scene a bit more. Also, I plan to render this scene in day and night for my folio but for now it will just be night. More crits please.
Looking better!
Crits:
- Make the sky and fog a bit darker
- Lit windows are too plain. Add curtains/blinds etc...
- Roof of buildings are empty. Add antenna's/satellite dish etc...
- 'hotel' sign still needs some work. Make the inner glow a bit more white/bright.
@danpaz3d thanks a lot for your tips, it's all good stuff. I'm not sure how to edit the fog, I didn't actually intend to have fog but I think its a UDK preset. Any ideas?
I'm assuming you started with the night scene preset in UDK. Look for the fog actor, it looks like the head of a vulture/bird. Delete it and start from scratch or change its properties.
I wanted to use emissive for the traffic lights but both use the same texture space. So it would mean both would show green lights which obviously is not ideal. Other than using a point light is there any other solution?
I wanted to use emissive for the traffic lights but both use the same texture space. So it would mean both would show green lights which obviously is not ideal. Other than using a point light is there any other solution?
2 ways to go. Either setup the material differently or... cheat and put in a custom decal for it.
2 ways to go. Either setup the material differently or... cheat and put in a custom decal for it.
Yeah if you just use a grayscale diffuse and emissive textures for your light and then multiply them by a vertex color which you assign on the faces of the lights, you could use the same texture/UV space and get what you want.
Scene's coming along. I personally would like to see a little more directional moonlight brightening up one side (probably the front) of your building. If the front were a little lighter and the sides a little darker it could look more dimensional.
@Quickel I tried adding a dominant directional light but with all the other lights in the scene, it took about 90 minutes to build but crashed at the end. Also, it looks to bright because the front of all the buildings are affected. what's the best way to go about this?
@MisterSande The fog made it look kind of washed out. Also I'm trying to learn UDK with this project. My next project will be Cryengine
If its an exponential height fog then you can get rid of it.
Put in a standard height fog actor and make it with about the same density (maybe a bit less) and make the colour of the fog black or really dark blue.
Note that the exponential height fog actor doesn't render dark colours as the brightness is also the alpha.
Coming along, I am not sure about that pipe from the roof to the window? also maybe have some skyscrapers in the distance past the other brick buildings
Hey aajohnny I loved your overgrown environment. How did you do the skyscrapers in the back of your scene? did you reuse assets or are they low poly buildings?
Replies
@JO420 good observation, I hadn't noticed till you said then it was obvious lol. I reused the mesh from the lower portion but I'm not sure how it's working. I made some Air fans to break up the monotony.
[IMG][/img]
Little progress in these images but as always, crit away!
Did some work on the ground because the scale was way off. This looks better in terms of scale but need to put more work into the textures.
I haven't changed anything except the ground but give me feedback on all of it please.
@Marchwarden- I plan to have a couple of buildings in the scene but for the immediate future I will be working on this one building.
@MPKNielsen- The doors are wide because I was taking reference from the grand entrances of some hotels. Does it look out of place?
Updates: I added a lot more damage to the sidewalk and added more details to the building. These include a fire escape, wires and a hotel sign. Hit me with Crits!
Im struggling to think of how to break up the middle floors beacause they are very similar. Any ideas?
Hit me with crits!
It's just that some of the concrete (the walls on the ground floor and the 2 pillars that go up the front of the whole building) seem too clean.
I'm thinking add stain from rain, sun damage/cracks...stuff like that. And you could tweak the diffuse for hotel sign a bit too. add some red or blue to it. Otherwise I think it's great! Keep it up.
I added an emissive map on the sign and also fixed the spec problem with the hanging clothes.Other than that I started work on the road.
I attempted to make puddles for the road using decals but getting the reflections to work is proving difficult. Anyone have any good tips or tutorials on making puddles? As always, give me some crit
- might want to make a few random windows with interior/emissive lighting as well, or put in some street lights something, that red glow is a bit too strong of a focal point in the night time shot
- add some more life to it ! that tree looks good, but oh so lonely
- maybe a trash can or bench etc, but you might already have this planned
looking good !
@CandyStripes05 There is an ambient light in front of the sing. You're right though it is too strong. I do have other props planned but just not got around to it yet. I'll work on the window emissive lights though, thanks.
@ZacD Thanks for the tip. I'm a UDK noob as you can probably tell. Do you have any advice for making puddles for the ground?
[ame="http://www.youtube.com/watch?v=iAvupgMlvKE"]UDK Vertex painting- Water, Sand, And Concrete tile - YouTube[/ame]
Updates- I have added a street light and played more with the emissive maps. I've also added some construction props on the sidewalk.
I am getting a weird shading issue along the sides of some of the mesh. Like dark jagged lines. Anyone know what that might be? Also, any more suggestions on what to add/change would be appreciated!
keep coming with crits. Also, how can I make this into more of a scene so that it's not just a building in the middle of nowhere?
As for the rest of the scene, I agree with ZacD. Be smart, I would use the same building (different materials) and just rotate them around the main building (one on each side of the main building). Like a plus symbol from top view +
Keep it up! It's looking much better.
After some more advice I realised the night shot was looking too bright. However, I feel it still looks off.
I added a second building which was built from reusable assets. I will change the materials later but for now they are the same as the hotel. Any advice on how to fix the lighting would be great. Also when I zoom out there seems to be some depth or fog that makes the building a little washed out.
Crits Please!
Update! I have created more buildings with reused assets to make it more of a scene.
I might add some tall low-poly buildings in the back ground. Things I still want to add is a vehicle and more litter around the sidewalks. I also want to add something to the hotel to make it a more dominant feature. Like a carpet or awning similar to what hotels have on 5th avenue.
Any crits welcome!!
Crits:
- Make the sky and fog a bit darker
- Lit windows are too plain. Add curtains/blinds etc...
- Roof of buildings are empty. Add antenna's/satellite dish etc...
- 'hotel' sign still needs some work. Make the inner glow a bit more white/bright.
Thats it!
Help
http://udn.epicgames.com/Three/HeightFog.html
One thing I forgot to mention. The traffic light needs a light! Make it brighter!
2 ways to go. Either setup the material differently or... cheat and put in a custom decal for it.
I have added a low poly car, added detail to the illuminated windows and refined the fog.
Crit me!
Yeah if you just use a grayscale diffuse and emissive textures for your light and then multiply them by a vertex color which you assign on the faces of the lights, you could use the same texture/UV space and get what you want.
Scene's coming along. I personally would like to see a little more directional moonlight brightening up one side (probably the front) of your building. If the front were a little lighter and the sides a little darker it could look more dimensional.
@MisterSande The fog made it look kind of washed out. Also I'm trying to learn UDK with this project. My next project will be Cryengine
Yeah, I think it still does.
If its an exponential height fog then you can get rid of it.
Put in a standard height fog actor and make it with about the same density (maybe a bit less) and make the colour of the fog black or really dark blue.
Note that the exponential height fog actor doesn't render dark colours as the brightness is also the alpha.