you will need to reduce the lighting a bit so it would not look like overbumped RPG graphics, or you can change the light color to a more like summer or winter color instead of a high contrast.
I have finally finished a small piece of an environment for a game I have been working on since 2007. The game itself, which for now shall remain nameless, has gone through many iterations and revisions, starting as an Oblivion mod and likely ending as an Unreal Engine 4 game. Its development name is "early autumn woods" which also serves as the theme.
It is a fairly dark themed high-fantasy RPG, and the art style is "slightly stylized reality". This is not intended to be photo realistic, nor is supposed to be detached from realism. It is safe to say that my inspirations are Dark Souls, Elder Scrolls, and Guild Wars 1.
Every single thing in this scene was created from scratch by myself using Softimage, ZBrush, Photoshop, and UDK. The backdrops are very temporary--only placeholders, as the "early autumn woods" is far larger than this small chunk. Lightmass was not used, this is fully realtime. Landscape was not used either, and the "terrain" is using vertex blending.
Hey try to lower the polycount a bit, what are your poly budget?
Here are the File size of polygons-
400000 polygons= 400 KiloByte= 0,4K
999999 polygons= 999 KiloByte= 0,999K
Default a game are using around 150000000= 150 MegaByte= 150K and thats just the polycount then its particles, animations, scrips, but you still need to lower the polycount a on the rock in meshlab. :poly136:
if you are finding out your Triangle count in you scene you can divide that by two and you will get a polycount result. I know when meshes are high poly and low poly, take a look at this video: [ame="http://www.youtube.com/watch?v=uCtjt1qudfQ"]Rock modeling techniques [Part 1/5] - YouTube[/ame]
But try to keep your polycount your scene to around 1000000= 1 MegaByte= 1K
I`ve been looking for a Environment artist in a long time, finaly i found it. You have worked amazing on you UDK environment, and i hope you would join CryShade-GameWorks.
You can send me an email at GameWorks.CryShade@outlook.com if you wanna join our team. Then i will send you an invite and team information.
I am using cryengine 3 but i`ve just started so i can use UDK depending on what you would like.
Hope you would join
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Cool scene. The rocks and tree trunks are probably my favorite. The leaves on the trees and some of the foliage need some more work though. The placement of the assets is also very well done.
_DMage_ quit bombing this dudes thread. And if you want to ask him to be apart of something send him a private message. Don't do it on his thread. That's rude.
I dig the mini waterfall/stream as well...maybe you could get some particles around the areas where it runs into the rocks so it looks like water is splashing off of them a bit.
I suppose it's partly the shading. It might also just be the lighting setup. The leaf textures themselves are also not on par with the quality of the rest of the vegetation. Would you mind posting the texture sheet for the leaves?
Take a look at this.
I would define the leaves more individually on the texture sheet (You did this with just about everything else). Don't be afraid to show a little bit of empty space between the individual leaves. In my opinion the areas on the trees that have leaves is way too thick.
Replies
Amazing work
Hey try to lower the polycount a bit, what are your poly budget?
Here are the File size of polygons-
400000 polygons= 400 KiloByte= 0,4K
999999 polygons= 999 KiloByte= 0,999K
Default a game are using around 150000000= 150 MegaByte= 150K and thats just the polycount then its particles, animations, scrips, but you still need to lower the polycount a on the rock in meshlab. :poly136:
But try to keep your polycount your scene to around 1000000= 1 MegaByte= 1K
This are not your Polycount but its just to show you how many Polys you can have in your scene.
I`ve been looking for a Environment artist in a long time, finaly i found it. You have worked amazing on you UDK environment, and i hope you would join CryShade-GameWorks.
You can send me an email at GameWorks.CryShade@outlook.com if you wanna join our team. Then i will send you an invite and team information.
I am using cryengine 3 but i`ve just started so i can use UDK depending on what you would like.
Hope you would join
_____________________________________________________________________________________
_DMage_ quit bombing this dudes thread. And if you want to ask him to be apart of something send him a private message. Don't do it on his thread. That's rude.
Nice rock sculpts.
I dig the mini waterfall/stream as well...maybe you could get some particles around the areas where it runs into the rocks so it looks like water is splashing off of them a bit.
~t
Take a look at this.
I would define the leaves more individually on the texture sheet (You did this with just about everything else). Don't be afraid to show a little bit of empty space between the individual leaves. In my opinion the areas on the trees that have leaves is way too thick.
I hope this helps.