Hi folks! Long time Polycounter, very rare poster. I'm currently working on new assets for my portfolio, as a lot of the ones I have from my previous job are not flattering enough to get me a new one. Been working on this environment for a little while, and I'm starting to get to the point where I struggle, the polish phase.
I'm very new to UDK, so a big portion of getting this to look okay will be in terms of actually figuring out how to light a scene in UDK and figuring out the small things. One thing I'd really like to know is if you can use the mesh paint tool in max with a shader that will let you mix three textures. I've got it working to blend between two, but I can't figure out three. (I'd assume it'd just be the RGB channels.) I'm currently just using the default skybox, but I intend on painting my own before I'm finished. The tree is also probably one of the weakest elements of the scene.
I really am looking for critique here, as well as some tips and advice for getting UDK to play a bit nicer. Like I said, this part of working on things is definitely the hardest part for me, but I need to follow through.
Thanks for checking it out!
Replies
@Jessica; Unfortunately due to the sort of shambled way I started building the environment, composition and layout were not hammered down from the start, which is definitely something I regret. I'll have to find some way to lay it all out in a nice composition and fit it all together. It's far too spread out and large now that you can't really focus on any of it.
Regardless, you could also be using this setup along with the meshpaint tools in UDK to add color variation to your dirt and grass, it would help break up the repeated tiling of the ground textures.
Other than that, very nice colors, maybe expand the range a little bit more. The carrots have a nice color to them but they take up a tiny portion of the whole thing.
Good work!
One thing that is getting to me, I know its a ninja who sleeps up there but there is no trap door to access the hammock. That's got to be one annoying climb to get to bed after a hard day of being a ninja!
I got a paintover from a friend that shows, pretty much how I would like to have it lit, hopefully with some nice lanterns or warm light for contrast.
I'd recommend a soft light with minimal shadow. Good stuff keep it up!
Good work so far Keep going and do photoshop paintovers yourself, mess around with lighting and colors in it and it'll help you know which direction you can take it.
The next project I'm working on is going to be building modular assets for the first stage of an Auto-Runner (think Monster Dash, Canabalt) that I've been kicking around for a bit with a friend of mine. I have no idea if it'll actually see fruition or not, but I'm still going to build the art side.
The first stage is a castle under-siege, so I'll have lots of tiling stone, some destroyed stone and rubble, and the overall tone is going to be night/blues with some nice warm "lighting" highlights. Toss in some rubble and destroyed bits and voila. I've got a bit of planning done already, and a block out of some the assets. Pulled a bunch of ref that's really inspiring and fits the mood I'd like to set. And, I'm honestly the most inspired right now by this scene by Simon Besombes. It's got great mood, doesn't use lighting and I think it's gorgeous.
I'm hoping to nail most of this out in a week. This on is going to be built in Unity and I'm really hoping to do it without using lighting at all. The plan is to build it in Modular chunks. So each chunk can connect to the next and the levels can be built randomly each time you play. There will be some variation of height and obstacles, I hope to have a set of "chunks" concepted out before to long. Ho hum!
Much fun otherwise.
It turned out great, I love the side scroll scene and it looks excellent in unity !
Keep up the good work
Simon.B
Also i really like the hand painted textures on your stone and house/well props.