Hey guys! Long time lurker, first time poster here. This environment was heavily inspired by games like Medieval : Total War, Epic Citadel/Infinity Blade and Mount & Blade (which rocks). It was more of a reason to try my hand at making foliage from scratch. Anyway, it's almost finished, but C&C is always welcome !
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I think the biggest improvement would be to fill the textures with more detail. It looks a bit washed out.
The landscape is realy flat with no variation, maybe a bridge or a little canyon helps.
The tree looks good from the distance but is too lowpoly in screen 1.
Don´t be afraid to use a few more polys.
Overall its a good start, but needs to be filled with more detail and variation.
Once again, not sure if that is just a WIP thing, just stating it :P
Looks great otherwise.
Second.
Also a tiny random offset on the orientation for each can help as well.
FOG :
I have a really dark blue sky color and 3 fog actors that brighten up the sky using height fogs and an exponential height fog. This may sound strange, but the fog is actually a really important part of my lighting. Play around with the settings (especially light brightness and light color).
HeightFog
LIGHTS:
I have one dominant directionnal light with the intensity set really high (between 5 and 7). Dominant class lights use dynamic shadows when you're near and distance field shadow maps when you're far. You can set the distance in the light settings.
DistacneFieldShadows
ShadowingReference
WORLD SETTINGS / POST PROCESS CHAIN:
I really cranked up the bloom everywhere ; World Properties and UberPostProcess and I put an orange-ish hue in it. Added some DoF, anti aliasing and Ambient Occlusion.
TONEMAPPER:
I used the default color grading lookup table un UDK (that you can download in the link below) and place it in your world settings in the color lookup slot.
ColorGrading *There is a brief tutorial on how to create your own lookup table on this page*
I think that by adding some fog and playing around with the settings that you should be able to brighten up your shadows. If all else fails, set your 'Light Shadow Mode' to 'LightShadow_Modulate' and tweak the color afterwards !
ModulatedShadows
Hope this helps !
What i would change or implement:
-more rocks in the landscape, maybe height levels with "rockwalls"
-height differences in the village(Buildings)
-more flowers with a higher contrast(maybe red)
-less brightness
-a second tree model
-mill at the river
-a better or additional texture at the middle of the village on the ground. larger stones within the floor,like this from skyrim :
hope it helps!
best regards