You guys are sooooo fast -__-" I spent so much time trying to calculate right proportions with photoshop vanishing point function based on the 96 units character reference. However, I noticed that the first person view under udk is something like 128 units high. Sorry for my noob question but shouldn't we preferentially use this size as the human size reference under UDK? Anyway, I should notice scale and proportion issues once blocked under the engine.
And if you have issues with getting the scaling correctly from the concept, and is using 3DS Max, benji wrote about a script which can help you get the right camera and setup:
I used it myself, and its really good, made it so much easier to get the blockout done. Of course, the scaling might look different when you get it into UDK, but at least you get the proper scale while inside 3DS Max.
well, the thing is that the image isn't 100% accurate by far perspective wise. Also I thought it was best to stick to the rule of 2* ? if you just go with the concept you will get something out of proportions from future meshes right ?
Yeah, there is some 'cheating' in the picture. For example it looks like the statue and block in the water is in the middle, but it really isn't, its more to the left when you make it in 3D. Plus the top part, the hole, I would personally have designed it so the hole was the same shape as the water and just above it, but it looks like its offset somewhat towards the right.
Guess you just have to get the best you can. Plus, if you want it to match the grid 2,4,8 ect, the proportions of the elements in the scene might change a bit.
Also, is it smarter to do blockouts in UDK over 3DSmax ?
The problem with blockouts in UDK, is that the POV is different, which can be a real pain to get it match the concept. Plus in 3DS max you can have the concept in the background and match things up.
But on the other hand, when you move to UDK, the forms might be wrong in size, because of the POV. I'm not sure myself, I had pains before trying to get something to match the player, but the default height of the characters is larger then normal people (Unreal Tournament to blame) AND the camera isn't at eye height, but more around the chest.
@Zarakun By default in udk the character is 110 units tall(I think).. If you want the 96 units tall character you can change the game type in world properties to "utgame".
Anyways its true that some of the pillars are just weirdly placed, still heres my attempt:
This is a really good effort, some of the pillars are very strange and there's a lot of symmetry that looks like it's there in the image but actually isn't.
Good job, I'll have to try and get mine as good as yours now
@Zarakun By default in udk the character is 110 units tall(I think).. If you want the 96 units tall character you can change the game type in world properties to "utgame".
Thanks for the info, I will scale everything according to this.
But I have huge problems with scale and proportions...The use of brushes in udk is horrible and as previously mentioned the proportions as they appear inside maya doesn't have the same result once inside udk. So I switch back and forth between them. Not really efficient and I still have to progress on that point...
You might want to try and use the FOV command in the console in UDK, and adjust it to something else then the default. I know my lense camera in 3DS max is around 27 when I blocked out, but I doubt its the same you would use in UDK.
My god doing this concept using it's prespective lines is yielding some weird results during blockout, are you guys centering your objects maunally or strictly following the concept?
ye I had the same issue. I just adapted the concept and made it modular in 3dsMax. Ill figure out how it looks in UDK later (FOV can be adjusted to match that of 3ds).
wow you guys work fast. Only just seen this and already I see some people have started blocking out, nice going. I really want to get involved this time, I saw last month's too late unfortunately.
Can't get started on it for a couple of days yet but im very excited at getting involved in a challenege [never have done before]
ps. was actually planning to use dDo as an aid but I guess can only be a good thing if not allowed to use it. I think either way whether allowed to or not I would learnt lots, so I'm not all too disappointed
These blockouts are looking good so far. Zarakun, I like your unit breakdown.
There's definitely some artistic license being used in this image. My plan is to use it as a loose guide and just make everything fit together in a friendly, modular way.
Hi everyone, it's my first environment ever. This will be fun.
I did the colour breakdown thing. I have no idea what i'm doing.
The perspective is actually pretty accurate, aside from the ceiling and exact placement of room edges. I made this sketch to figure out the proportions, assuming the space b/w pond and opening is roughly a cube:
You guys are soo fast! They're all looking awesome already
For the colour overlay trick I find it easy to make the concept black and white, paint the section on a layer above it with softlight on and keep all the sections separate so that it's easy to adjust layers. Sorry if this is too vague :P
What do you do to make it black and white? Im relatively new to ps haha.. do you desaturate it or just adjust the levels?
some things that are unclear to me
-is there an entrance on the right bottom corner ? i looks like it
-whats with the pillar on the right ? it doesnt really make much sense
There we go, submited my comment on his blog. All I can say now is, if that was my concept picture, and a bunch of people decided to bring my picture into reality(3D), I would be very happy and excited!
Ello ma lovelies, I've made a start on my blockout and also made an effort to get the basic scene into cryengine as that'll be my biggest hurdle having never put a scene together in it before.
Here's what I have so far:
Any feedback would be brilliant
Oh before I forget, I haven't taken many liberties with it yet as I love the concept but I was struggling to figure out what the little statues either side of the door might be so i'm thinking of swapping them out for These as I think they are awesome and suit the concept
Wow everyone gets to work fast, really impressed with the progress everyone has made so far and thought I would take the chance to through my hat in the ring (finally).
I've been meaning to get in on some of the challenges for a while and the monthly noob challenge just sounded too good to pass up so this is my first time entering a challenge.
Started off with doing a scene breakdown like a lot of you have and now going to start my blocking out in Max.
Here is my blockout still not too sure what to do with the back wall behind the camera may just do a simple corridor, a mirror of the door in the centre. I'm not following the concept picture perfectly perspective wise as there are some things that don't make sense and I want to start making pretties
Good day everyone! I'll be joining you on this crayzee adventure! I'm ready and raring to get down to it and start learning some good stuff along the way! So here's the block-out:
Like everyone else, comments and crits are more than welcome! I was having trouble with the scale of the room. (More rectangular than square?) And those pillars are really tricky, not where you'd expect them to be!
And quick question, how does everyone get those tiles down, there's got to be a better way than I did it, by extruding them and placing down edge loops where I wanted the gaps...
Is it possible to add multiple textures to a single solid in cryengine? I might just model the floor out in max or model the tiled bricks by the water and make a plane then just overlap in cryengine, any tips?
I kept the layout rough and dirty instead of perfectly symmetrical. I wanted to give things enough breathing room so that things weren't so squished together. I am far more concerned with the quality of each asset rather than the proportions of the piece. Granted, I will keep things similar, but making it appealing in its own right is foremost in my list of priorities.
Replies
Also, is it smarter to do blockouts in UDK over 3DSmax ?
Guess you just have to get the best you can. Plus, if you want it to match the grid 2,4,8 ect, the proportions of the elements in the scene might change a bit.
The problem with blockouts in UDK, is that the POV is different, which can be a real pain to get it match the concept. Plus in 3DS max you can have the concept in the background and match things up.
But on the other hand, when you move to UDK, the forms might be wrong in size, because of the POV. I'm not sure myself, I had pains before trying to get something to match the player, but the default height of the characters is larger then normal people (Unreal Tournament to blame) AND the camera isn't at eye height, but more around the chest.
Yeah no idea who would be so cruel ^^.
Anyways its true that some of the pillars are just weirdly placed, still heres my attempt:
This is a really good effort, some of the pillars are very strange and there's a lot of symmetry that looks like it's there in the image but actually isn't.
Good job, I'll have to try and get mine as good as yours now
Thanks for the info, I will scale everything according to this.
But I have huge problems with scale and proportions...The use of brushes in udk is horrible and as previously mentioned the proportions as they appear inside maya doesn't have the same result once inside udk. So I switch back and forth between them. Not really efficient and I still have to progress on that point...
Can't get started on it for a couple of days yet but im very excited at getting involved in a challenege [never have done before]
There's definitely some artistic license being used in this image. My plan is to use it as a loose guide and just make everything fit together in a friendly, modular way.
I did the colour breakdown thing. I have no idea what i'm doing.
The perspective is actually pretty accurate, aside from the ceiling and exact placement of room edges. I made this sketch to figure out the proportions, assuming the space b/w pond and opening is roughly a cube:
And how it's turning out in UDK:
I started by texturing.. not sure if this is a good idea but here we go
I am still doing research before I start my blockout.
What do you do to make it black and white? Im relatively new to ps haha.. do you desaturate it or just adjust the levels?
-is there an entrance on the right bottom corner ? i looks like it
-whats with the pillar on the right ? it doesnt really make much sense
Don't have much to post except for the concept breakdown , I'm just started with the project right now.
Good luck to all of you.
Adam Baines - http://adambaines.blogspot.com.au/2009/10/some-environments.html
http://www.voidart.co.uk/portfolio.html
Here's what I have so far:
Any feedback would be brilliant
Oh before I forget, I haven't taken many liberties with it yet as I love the concept but I was struggling to figure out what the little statues either side of the door might be so i'm thinking of swapping them out for These as I think they are awesome and suit the concept
[ame="http://www.youtube.com/watch?v=Cnuw9aybn_I"]Photoshop - Vanishing Point - YouTube[/ame]
http://epicgames.com/community/2012/11/free-art-tool-released-thanks-to-epic-friday/
It's free!
Carapace looks a lot quicker to use to set up perspective then the photosop way.
I've been meaning to get in on some of the challenges for a while and the monthly noob challenge just sounded too good to pass up so this is my first time entering a challenge.
Started off with doing a scene breakdown like a lot of you have and now going to start my blocking out in Max.
Like everyone else, comments and crits are more than welcome! I was having trouble with the scale of the room. (More rectangular than square?) And those pillars are really tricky, not where you'd expect them to be!
And quick question, how does everyone get those tiles down, there's got to be a better way than I did it, by extruding them and placing down edge loops where I wanted the gaps...
Thanks! This is gonna be fun.
I spent more time than I care to admit playing with the camera angles.
I kept the layout rough and dirty instead of perfectly symmetrical. I wanted to give things enough breathing room so that things weren't so squished together. I am far more concerned with the quality of each asset rather than the proportions of the piece. Granted, I will keep things similar, but making it appealing in its own right is foremost in my list of priorities.
Tomorrow starts asset production!
Keep it up.. ill post some stuff soon