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[UDK] temple

iangoold3d
polycounter lvl 5
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iangoold3d polycounter lvl 5
hey guys so im starting a new project and was looking for some feedback and tips along the way, here is the concept i found on the internet

concept_temple_zpsd302eb24.jpg

here is my break down

breakdown_temple_zps47ed2992.jpg

im starting to model and texture the red part of the break down first and will have updates later today!

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  • joshmtyler
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    joshmtyler polycounter lvl 5
    I would gray box that shizz first before you start modelling sir/madame. Get the composition right first, then the rest will come together better.
  • BARDLER
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    BARDLER polycounter lvl 12
    You might want to consider adding some stuff to the scene to get a good sense of scale. It took me a moment to notice the person in the concept and honestly he looks way to small compared to the other details in the scene. Stairs would probably be the easiest way to acheive this, but that is just my thoughts.
  • iangoold3d
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    iangoold3d polycounter lvl 5
    by gray box,do you mean block out? if so i agree and its in process
  • iangoold3d
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    iangoold3d polycounter lvl 5
    @BARDLER
    i agree i was thinking about adding some old mayan looking vases and maybe some old ladders on the sides
  • iangoold3d
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    iangoold3d polycounter lvl 5
    here is my simple block out for the scene... im still pondering how im going to texture the scene and what asset to start with. should i do trim texturing or individually texture each part of the temple. any suggestions are welcome

    blocky_zpsb52ddbea.jpg
  • joshmtyler
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    joshmtyler polycounter lvl 5
    iangoold3d wrote: »
    here is my simple block out for the scene... im still pondering how im going to texture the scene and what asset to start with. should i do trim texturing or individually texture each part of the temple. any suggestions are welcome

    blocky_zpsb52ddbea.jpg

    yes, exactly this. Sorry, I'm at work and in game mode. XD
    You're on the right track but I would really try my hardest to match the concept art's camera angle. Composition is key, and that's what makes the concept work so well, in my opinion. Right now it's too large in scale.
  • iangoold3d
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    iangoold3d polycounter lvl 5
    here is an update of where im at right now... working on base textures of the temple

    1-1_zps9a4edd3a.jpg



    feedback welcome:)
  • ambershee
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    ambershee polycounter lvl 17
    Looks like a good start to me. Proportion seems fairly reasonable. If you're going for a fairly exact reproduction I might take a look at the taller rear structure; in the concept it looks like it has more depth and is more solid, I suspect your structures are too thin and perhaps too far apart?

    Where's the concept from by the way? I love the simple shapes!
  • iangoold3d
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    iangoold3d polycounter lvl 5
    here is an update of where i am at, i think im going to focus on foliage and z brush the front columns this week.

    2_zps637e7b3d.jpg
  • iangoold3d
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    iangoold3d polycounter lvl 5
    here is an update of where im at, input welcome

    4_zps55646524.jpg


    5_zps89e7adf6.jpg

    6_zps6eab0405.jpg
  • iangoold3d
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    iangoold3d polycounter lvl 5
    here is another update... also does anyone got any good techniques on making clouds in UDK? i think im going to tackle that next

    7_zpsd20918ce.jpg
  • Shrike
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    Shrike interpolator
    Looks promising so far, just the water is not that great, i didnt even see theres water at first, that black mass got me confused and did not even think about it somehow.

    One big thing, the concept has this charme because of the curtain effect.
    Painters use the curtain for a thousand years to symbolize intimacy and private moments or space, and the eye and brain knows that.

    This foliage surrounding the image give that secret forgotten place feel, and your environment lacks that completely, making it something pretty different.
    If you want to record more than a still image, then you should add geometry at places where it would support this foliage.
  • iangoold3d
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    iangoold3d polycounter lvl 5
    k thanks shirke !
    by curtain effect do u mean the plants framing the image?
  • _DMage_
    Yea buddy:D!!, Perfect lod`S but did you normal mapped the mesh ?:cool:
  • iangoold3d
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    iangoold3d polycounter lvl 5
    progress...
    feedback welcome :)


    10_zps8529f9bd.jpg
  • iangoold3d
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    iangoold3d polycounter lvl 5
    @_DMage_ yea i got a normal on the all mesh. i think im having some problems with the lighting hitting it right on some of the meshes
  • Zocky
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    Zocky greentooth
    Looks really great man, love it so far!

    Maybe just water could use a bit more work, buti think this new version looks better then the first.

    Also, about the grass patches between the stones....if you take a look at the concept, and in real life in general...right now, you pretty much just have large grass leavesin those cracks....on the concept, it shows how you have some tiny grass that just started to grow out over th rock, some medium grassa and some larger.

    Right now, you just have very big grass with not very dense leaves, and i think that's kinda make is look a bit too unnatural. So i'd just maybe add more variation in size and density of the grass there.

    Also, on the concept, vegetation on some places covered most of the area and is very dense, while on other areas you only have a grass patch here and there. Not only that, where vegetation is dense, it seems to have several types of grass and other type of vegetations.
    And in general, on the concept, it looks a bit more chaotic, while on your images it looks just a bit too evenly spaced out.

    Hope that helps, but as i said, otherwise, great stuff so far, keep it up!
  • Disheveled Zen
    Clouds can be done various ways, either by placing a material on a plane or with a particle effect. Eat3d has one on smoke you could essentially modify to make it look like clouds in the distance.

    http://eat3d.com/free/udk_esmoke

    Water looks a lot better in the updated shot and I'd suggest looking into getting some reflections on there, especially towards the edges like it shows in the concept.

    So far it's looking great, keep it up.
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