So.. i am finalizing some particle effects.. setting up the cameras for the video output and I just got some test renders in at the highest resolution I could make unreal pump out on my machine. (TiledShot messes with the 2d reflection and lens flares so i am doing just the straight up dumpmovie and forcing my video card to pump up to 2500 x.. something something. Anyhow, I have a really high res close up shot for you guys. Check it out! (: Thanks again for all of the feedback!
I love it... the only thing thats kinda bugging me... and its not necessary, but i think it would make it a bit better is that the rock texture, looks a little blurry, I would just sharpen up the texture a bit. As stated, its great the way it is.
I love this scene! The high-poly work on the machine is supa-dupe good. I wish to someday make a small environment scene like this, and make something around such a highly-detailed asset. Thanks for sharing!!
Thanks everyone! It really means alot! (: I am closing in on the video. Probably have it up this weekend.. maybe sooner. who knows.. I really want to clear this scene from my brain!!! Woot Woot.
So I had a shot like this awhile back somewhere in the depths of this post. Figured I'd post a super high res update to it. It may be too close.. but ehh I don't think any super big issues pop out.
And Bam! Its over.. my sanity is slightly back and I am proud to call this finished! There are always things I can do to improve it, but I think at this point I'd rather start something new than keep on keepin on with this. Anyhow here is a the video.. and here is the un-youtubified video if you are like me and hate the way youtube compresses things.
Thanks to everyone here who gave me some awesome praise and feedback! I don't think i could have pushed myself as far without it! Woot. Love you guys (: If there is anything specific that you'd like me to post I would be more than happy to share how I did things. In depth workflow stuff is something that is a definite whenever I get around to adding this to my folio site.
@Iciban All of the blue stuff is just straight up blue emissive paired with blue point lights. For the most part it isn't anything too complicated. All of the moving glowyness is just that same emissive with a panning worldspace texture.
You should make some sort of rain drop system. How long did it take you to model the "turbine" thing? Your texturing has improved so much since you did the factory!
Thanks again everyone! Glad to see that the video got 1200 views in 24 hours.. for me that's pretty rad! :P
@reedweinstock The machine took probably a week or 2 of working time to model the high res. I honestly don't know the hardcore values just because alot of it was just 1 or 2 hours every other day. Also I wrote the pipemaker script specifically for the highpoly because I hated trying to get pipes along an inner cone.. oy.
Wow sick stuff! Noob question, but for when creating your low poly. For the parts that has the cylinder shape. Did you just reused ur highpoly and just reduce the polycount for it?
For the most part I had to just make primitives over the low poly. Most of the high poly just wasn't worth salvaging. Sometimes its easier to build on top rather than reducing.
This is just sexy and inspiring. Thanks for sharing and responding so extensively. That said I have another question; can I see a wireframe + normal of the inner circles? I am curious what is a normal map and what is modeled.
Wow, the detail on the turbine is awesome, really nice work.
The only thing that's bugging me is how white the light is coming from the turbine, would be nice to have a slight blue hint to compliment all of the orange in the scene.
Stumbled onto this project. Walked through the WIP's and progress. Great Job, really a proper way of taking critiques and implementing them into a fantastic environment. Kudos :thumbup:
Thanks again everyone for all the nice comments! It is greatly appreciated! Sorry I haven't gotten to the full breakdown of everything, I just haven't wanted to open it up or look at it lately lol.
hey hey guys, I am a bit late to the game .. but I just had to say something about this piece ..like WOW.., I have to say that again ..like WOW.., sorry had to get that out of my system..:)
luvly luvly atmo.. a soft painterly look that's hard to take your eyes off of..
you can really get this kind of look in udk? I have been missing out.. really really lookin forward to a tutorial/breakdown just to find out how you did this fine piece of work...
Replies
@Iciban. I can change that pretty easily so I'll mess with it a little bit. Thanks!
@SiXP3NCE Welcome to Polycount, this place is amazing! And thanks! (:
[ame="http://www.youtube.com/watch?v=DYFwCfANXzg"]The Machine: UDK Sci-Fi Cave Environment - YouTube[/ame]
Thanks to everyone here who gave me some awesome praise and feedback! I don't think i could have pushed myself as far without it! Woot. Love you guys (: If there is anything specific that you'd like me to post I would be more than happy to share how I did things. In depth workflow stuff is something that is a definite whenever I get around to adding this to my folio site.
Thanks again!
@Iciban All of the blue stuff is just straight up blue emissive paired with blue point lights. For the most part it isn't anything too complicated. All of the moving glowyness is just that same emissive with a panning worldspace texture.
Reed
@reedweinstock The machine took probably a week or 2 of working time to model the high res. I honestly don't know the hardcore values just because alot of it was just 1 or 2 hours every other day. Also I wrote the pipemaker script specifically for the highpoly because I hated trying to get pipes along an inner cone.. oy.
The only thing that's bugging me is how white the light is coming from the turbine, would be nice to have a slight blue hint to compliment all of the orange in the scene.
I love the style of this scene.
luvly luvly atmo.. a soft painterly look that's hard to take your eyes off of..
you can really get this kind of look in udk? I have been missing out.. really really lookin forward to a tutorial/breakdown just to find out how you did this fine piece of work...
awsum dude..