Update (Copy of latest post)
Made a bunch of progress since I last posted here. Getting towards the end now, and I'm hoping for some feedback! Still got a bunch of stuff to finish as I'm sure you can see. It's my first 'sizeable' environment, and I'm using it to practice modular workflow and mesh paint.
Here's some shots, and a little look-around video.
Any thoughts or advice greatly appreciated, big or small!
[ame="
http://www.youtube.com/watch?v=wMUEoCB0vl8"]Snowtown walkthrough - YouTube[/ame]
~~~~~~~~~~Old post~~~~~~~~~~~~~~~
Hi everyone!
I've started a new UDK project, the purpose of which is to create a realistic-looking scene while learning my way around vertex painting and modularity, things I've never really explored before.
It will be a snow-covered medieval town scene, probably erring a little on the fantasy side of things. I'll be updating my thread regularly to show how it's going.
Any advice or feedback you guys can offer me along the way is greatly appreciated
Snow Shader
Firstly I've spent quite some time looking at resources around the web to help me construct a snow shader for vertex painting. I cobbled together some quick test textures to use with it. It works using heightmaps for a more realistic transition, snow bunching up in cracks and crevices, etc.
Blocking Out Designs
In terms of modularity, so far I haven't built any actual game meshes, however I've been blocking out building designs in 3ds Max. The goal is that each major segment of a building (ground floor, roof...) should snap together so I can mix and match them. Then smaller parts like doors and windows, where possible, will also be modelled separately so they can be placed in various positions on the building segments.
I'm finding it quite challenging coming up with good designs while keeping things snapping together in power-of-two dimensions, but here's what I have currently:
Thanks for taking a look, let me know what you think so far!
Replies
As for Arkham City, no I don't have that - but I can see what you mean from some screenshots. Looks pretty cool, I'll see if I can get my hands on it. Would be great to compare with my work. Thanks for the heads-up!
Then, make one-off stuff to break up the modularity of it all with the last remaining 20% of work.
So create you general modular "lego" house pieces so that you can build out stuff faster, but then take time to make a unique wall/tower/roof/chimney/window/blacksmith forge... Whatever you want to break up the modularity of it all.
The important thing about modularity to remember is that modular sets are just there to help you create a lot of content faster and also to gain a sense of continuity across your level, but the level should still feel like a "world" So don't make modularity look like modularity. Take time to make your one-off props to make buildings feel different from each other.
Another thing is that when you build your modular set first, its' good, because often you can kitbash off of your modular set to quickly create your one-off walls/roofs/whatever....
Just a little food for thought. It's looking good!
Keep going!
So here's a bit of progress for you all, moving onto actual game meshes now. Here I've got a few variations of the same basic building structure so far. Not quite finished yet, but getting there:
Made a bunch of progress since I last posted here. Getting towards the end now, and I'm hoping for some feedback! Still got a bunch of stuff to finish as I'm sure you can see. It's my first 'sizeable' environment, and I'm using it to practice modular workflow and mesh paint.
Here's some shots, and a little look-around video.
Any thoughts or advice greatly appreciated, big or small!
[ame="http://www.youtube.com/watch?v=wMUEoCB0vl8"]Snowtown walkthrough - YouTube[/ame]
Let me know what you think
I think the sky could be darker though, if its snowing. Also the wood looks a bit light, I dont know if they covered them in animal fat or what ever but the wood would either be water proofed somewhat or wet, which would mean darker wood. but not too much!
I like the subtle swaying of the lamps, maybe a bit more movement in the little flags could help aswell.
Looking forward to the next update
Yeah I see what you mean about the sky and the wood. I've been meaning to look into doing a skybox too, I definitely want to make my own one. I'll see what I can do!
Looking forward to seeing more!
Thanks for the thoughts and feedback, really helpful I've been working on the scene and taking your comments into account. I definitely see what you mean about the lighting, I think that might also be partly because I've messed with the colour settings with a Post Process volume, though I definitely need to look into the lighting itself too. I'll be posting up an update as soon as I can get more free time!