Hi Everyone!
I'm starting a new environment and decided to keep a work log on here to try and keep me motivated and get some critique
. I haven't done any serious 3D work in around a year so I'm a little rusty, but the aim is to create my next portfolio piece.
Most recent
Not too sure where I want to take this yet, but im thinking some sort of pirate cave, treasure chests/campfires/hammocks etc.
So far I just have the cave modelled with a quick terrain and lighting set up.
Next point of call is to flesh out the cave a bit with some rubble/ more detail
Replies
It would be cool to see some light creeping in from the outside maybe through some tiny crevices or holes in the cave to make the scene more interesting. Also would probably be a good idea to start fleshing out your campfire lighting just by placing a few point lights in the areas you want to have your campfire(s).
Also don't hesitate to get as much reference as you can of cave interiors and lighting. Maybe there is a game you really like that has this awesome pirate themed cave and that will give you even more motivation and ideas for the scene.
Keep it up! Looking forward to seeing some more updates.
Thanks for the reply , I agree about the lighting, I think what I may do is put a large gap in the top right of the cave for tree roots/moss etc to creep through and also have some lovely god rays coming through, may help add some depth to the scene. and ill try brighten up the next few images to make them easier to see .
Just another quick WiP though for now, added in some tree roots and some rocks, just to flesh it out a bit more.
Still aiming to have a gap at the top of the cave to add a bit more light/depth into the scene
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A few things have been added, posters/maps on the walls, more clutter around the cave, some palm trees outside the entrance, and an entrance sign. Also a new terrain in the distance.
My main problem at the moment though is with the speedtree shadows. They dont cast them properly, and the only way I seem to be able to get them is to untick "use precomputed shadows", but if I do that the trees themselves dont recieve shadows properly. anyone any idea what the issue is with them?
Inside
Outside
Looking Inside
Terrain
Next few jobs are to fix the shadows with the trees/ make my own skydome, and make the campfire for the cave
I'd watch out for your shadows though, they're pretty harsh black, I'd make them purpleish or blueish so that it doesn't blot out your environment!
Thanks . I've changed the shadow colour of the dominant light to a deep purple/blue colour, and i've brightened up the whole scene a bit, so its much easier to see now
Just a few update pics, I've done a fair chunk of work trying to get the lighting to a place that I'm happy with (for now). The inside of the cave could be a little bit too dark still, but I will tweak that once I get my own fire in there. for the moment its just the standard fire in udk.
I've also done some work on the rocks on the outside of the cave.
I'm currently working on foliage, I've done the grass so far, and am working on making my own trees/shrubs.
Thanks for looking and I promise it will be done soon.....
Maybe I could make some oil lantern of some sort to give light to the inside of the cave.
I'll decide when I get there , but for now thanks for the feedback, makes a lot of sense
Currently making the trees, should hopefully have them done by the end of today
Oh: and the blade it's to "jaggy" ? I don't know what was your reference, but the blades are almost straight.
The grass maybe it's too bright, and little to saturated. There is no transition between the ground and grass.
Keep it up!
With the grass also good point, I'm just tweaking the material now a bit to try and get it blending with the ground a bit better. Will post another screen soon
but it's just my word, maybe some others can say something else.
just a little tip for metallic surfaces. It´s not the diffuse that gives the "color". Try to use a very dark diffuse and a very bright specular to get a metallic look.
Here is a little example I made to explain this better:
As you can see, to get a gold like surface, I use a diffuse which is nearly black, but my specular is a bright yellow. With the glossiness or specular power like it´s called in UDK you can tweak what kind of reflection the surface should have. So if it´s glossy or matt.
Hope this helps
Just a quick update here, have made a pirate flag in the distance/cave mushrooms/gold coins. Made my own smoke flipbook for the particle effect above the fire, and added a few dust particles floating about, although they are hard to see in the image.
The pole for the flag is a WiP as well as i need to change it.
Rocks looks very smooth, there are no sharp edges. Maybe something like this? :
http://eat3d.com/files/imagecache/blog_content/blog_images/Polypainting.jpg
I want to have 3 areas, the inside of the cave, The outside of the cave, then a general overview of the whole area with a small forest/path leading up to the cave.
Here are a couple more WiP images.
Next job is trees and a treasure chest
Anyone any idea what could be the cause of this?
Trees lookin almost good. You can try to remove few planes to get some volume to it (Idk how to say that )
I have mainly been fleshing out the outside area the past few days, closing off the area etc. I need to add a few more twigs/shrubs/flowers around the place to fill it out a bit more to break up the green as well.
I have also added wind to the foliage, and some ambient birds , but that will have to wait till i do a fly through to see them
Any crits on ways I could improve this are very welcome
A nice exercise I like to do is find a reference photo of what I'm trying to make that I find pleasing, then take it into Photoshop and crank up the saturation/levels. Then color pick some of the color ranges in the image. You'll notice that the tonal variation in things that look pleasing to us have a subtle wide range of colors, and you'd be surprised how colorful things really are! I think that some color variation will really bring this to the next level. Without the color variation things will tend to look flat. (Good lighting also really helps, but I still struggle with that ><)
Also with the tress, maybe try making at least 3 trees tinted slightly different colors because they look almost identical color wise.
Here's an example on grass:
Would you know of a good way to mix up the colours within the grass material itself?
I will have a go at just instancing the material and changing the colours on each for each of my 3 different trees. But it would be good if I could do it all within the material.
and as far as lighting goes, it needs some work , but I think that can wait till the end
I think I'm pretty much in the polishing stages now for the outside area, might make a few butterflies that fly around the area.
As always, any crits are welcome
Thank you for all the crits and kind words along the way, they work wonders for motivation.
Here are the final presentation pics
(if your not happy to do it in a game engine; perhaps just try it yourself in photoshop?)
icanzu what is that convexity map?